Typing this on my way to Kullens Fyr. A few days ago I decided to get a tighter grip on blog writing - I found it quite enjoyable as I realized that I actually have a lot of things to write about. I made two blog posts related to Colossal Citadels - one about its fog implementation, and the other about triangle grid, which is another unique thing about this game. Both blog posts got some attention and I’m happy with them.
But still, being in not a good mood, I’ve done not so much for Colossal Citadels; however, I’ve implemented a very important feature that actually needed a lot of internal work. Procedural resources, which you mine in the world (trees, stones, metals, etc) will have a visual effect on everything you craft and build: from yesterday on, weapons now have colors/textures/animations/vfx taken from ores, which I recently improved a lot. Procedural trees, stones, as well as procedural visuals for buildings and armor are on the way!
From other less important things, I’ve finally moved to C++20 - oh it’s so good! I couldn’t use ranges-v3
(the prototype of std::ranges
feature from C++20, but supported in C++17), because of conflicts with Unreal Engine. But lately, someone pointed me out that the engine actually was already fixed to support the latest C++ and I can just try it (it didn’t work last time I tried). Now it does! So I’m enjoying nice cool things from the new standard now such as ranges, concepts and finally starts_with
, haha! Also, I’m moving back to my favorite text editor, because Rider is paid now and still incredibly buggy - I used it because of fancy IntelliJ inspection tools, and Visual Studio is not in my taste (I hate it). There were a lot of issues with getting VS Code to work, but so far I managed to fix all of them and now having a pleasure to work in it.
Here is the full changelog:
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