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In this post I will start a little about the architecture of the XL Engine and how supporting different games has been implemented.
february 19, 2013 - xl engine architecture, part 1
So you might be wondering, why bother extending the rendering distance so far when emulating an old game like this? To answer that we’ll have to think...
february 23, 2013 - daggerxl terrain in the beta, part 1
When testing out some things, with terrain, I realized that the edges of the map were not handled gracefully – it crashed in fact.
september 25, 2012 - terrain beyond the map borders
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