All 2 entries tagged Gui
July 12, 2006
Most of the work over the last few days has been on getting a skeleton GUI in place that can help me when I'm trying to work out how different features interact/interfere with each other. For example, if you aren't trying to click a button on a window, you don't also want the click to go "through" and onto the grid behind and build some road.
I also got round to working out how to turn on Mipmapping, which a) makes the grid look 1000 times better, and b) gives about a 6–7 times performance boost, since it's drawing lower resolution textures further away from the camera.
The green car representing, well… every vehicle under the sun will stay for a while longer until I get round to replacing it with something resembling a bus, but it's hardly urgent. Tonight's work is on "Landscaping", which means hopefully by this time tomorrow you'll be able to raise, lower, and even up land… that's the theory at least…
June 16, 2006
Managed to get into the swing of making TT3D again yesterday, and probably one of the more important features looks well on it's way to be finished.
Anyone that's played Transport Tycoon will know that any vehicle can be clicked on brings up a small (or large, if dragged) viewport window that shows a live view of what the vehicle is doing. I've added a screenshot into the June 2006 gallery of me playing around with 6 viewport windows which currently only draw the same as the main game screen, but can very easily be changed to follow vehicles around the map.
Once again I've been making videos, this one is slightly larger in size than the ones before, but demonstrates 16 viewport windows open at once while I build some road and set a vehicle going. Click here for the 5MB video . As always the video is Xvid encoded, so if you don't have the xvid codecs installed, your best bet is trusty VLC Player .
Today I shall probably try and get some more substantial looking GUI'ness to the game, as it makes my life a lot easier.