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Bi-Weekly Update #37

It’s that time of the month!
OpenGL support!
For a long time, the game was more of a CPU dependent game (as in, it relies heavily on the processor). While it can play well on more recent computers, it has the issue that if the CPU lowers it’s frequency (say, to prevent burning itself) the game’s performance would suffer (figuratively speaking). This can make the gameplay a painful experience in some cases. To counter it, I’ve implemented an anti-lag system to improve performance. Now, I’m taking it a step forward: I’ve implemented OpenGL support. With this API, it will allow the GPU (your graphics card) to at least assist in processing the graphics. Although it doesn’t bring big performance boost, it’s the best way, since it provides a nice balance of speed and compatibility with the scripts (so it doesn’t break them and I end up having to completely rebuild the engine).

Patcher:
Older followers may recall that I’ve mentioned on the patch notes on D0.10 that the installer added a registry key for a patcher I was working on. Well, it’s almost ready! Using that registry key, the patcher can detect the location of the game. With just one click, the game gets patched in seconds. The UI is simple and it’s packed into one file. This was more difficult to make, since I had to figure out how to pack the files into one executable. Here’s a preview:



That is all for now. See you on the next post.