July in retrospect
Orcs vs. Martians development saw tremendous progress in July. What a difference a month can make. Some tasks done:
- improved shadows.
- hid dirt mounds on buildings.
- rendered “move-to” destinations on the terrain.
- improved ease of selecting small objects.
- fixed wrong player colors in some replays.
- fixed jump-to-event camera motion.
- fixed weapon positions in unit portraits.
- made shift-clicking in the Details view de-selects the unit.
- rendered bases in the replay as true bitmaps.
- improved the Load & Save Replay dialogs.
- added support for random tile sets.
- added an alert when a player is spotted for the first time.
- made hud highlite newly-spotted upgrades.
- fixed display of roads and planned roads.
- made AI players able to pave roads!
- fixed a crash when switching to fullscreen.
- fixed Results graphs falling below zero.
- added a logarithmic mode to Results graphs.
- showed best windmill spots nearby, while planning a new base.
I shortened my main task list by 28 items, and also completed a few tasks not on the list. Sixteen check-ins to Perforce.
- - - - -
On to August.
A.I. tower placement is coming along pretty well. The frontier-walker code is now tracking sub-frontiers correctly. I’m excited!

After my last post, I’ve since realized that the graph formed by the passages & intersections in the terrain is not a directed graph - it’s just a plain old graph. What was I thinking? Terrain passages correspond to Edges, and intersections correspond to Nodes. It’s a nice, straightforward mapping.