Author Archives: Krom

How simple can be better than well-engineered?

Recent post about undo/redo in Map Editor attracted several comments along the lines “there’s a way to make it more efficient, why don’t you do it that way?” I’ll try to reply in detail inside.

Posted in Programming | 4 Comments

Adding Unicode support

This is an open-ended article about Unicode in KaM Remake. Easy at it sounds, Unicode is better to have than not. However there are few complications that need to be sorted out and YOUR opinion might help.

Posted in Development | 4 Comments

How to design simple undo/redo functionality?

When working with a map editor undo and redo are one of the most useful tools. They allow to correct sudden mistakes and revert wrong decisions. But how hard is it to design a proper undo/redo solution? Let’s see inside:

Posted in Development | 6 Comments

KaM Remake history. Part 2. Founding

This is the second part of KaM Remake history. The project was founded in March 2008, however there’s no exact date know. How did it happen? Proceed for details inside:

Posted in Development, History | Leave a comment

Unit picking #2

There was a factual mistake in the previous Unit Picking article. Thanks to Lewin for pointing at it. Original KaM did NOT used pixel-perfect unit picking, but what did it used instead?

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Unit picking

In this article I’ll try to explain how the object picking works in KaM Remake, why is it worse than in classic KaM and how it is going to get better in next release. Proceed inside if you are interested … Continue reading

Posted in Development | 8 Comments

KaM Remake history. Part 1. Background

How did KaM Remake appeared? I’m going to write a series of articles on that topic. Here’s the first one – about the background. To write this I had to actually dig up some old forum archives and ask few friends … Continue reading

Posted in Development, History | 10 Comments

What else does a game need?

Looking at a game a clueless stranger would see a handful of moving objects. A newcomer sees a GUI and units wandering around. A passionate player will see a whole living world. A modmaker sees a game full of complex mechanics … Continue reading

Posted in Development | 4 Comments

How do we know market prices are right?

Once in a while someone asks us about market prices, claiming that they are unfair and we should adjust specific trades. But each time when we inspect the report we find something is overlooked. So how come we are so … Continue reading

Posted in Gameplay | 15 Comments

Render order

This is my first article here, in which I will try to explain how we render things and what changes we need to make to it. Rendering KaM Remake frame is not a trivial task of deciding the right render … Continue reading

Posted in Development | 1 Comment