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(+3)

more optimisations
I did some profiling on the code to see what parts are still slow
turns out checking the  z-buffer (for flares) was as slow as rendering the whole scene
so the flare check was replaced by linetest (the downside that it only works against the geometry
and now you cannot blot out the sun with your guns)

finally fixed a curious error with sounds - on the second level a garage door wouldn't play..
but only if you went through  and finished the first level
turns out in OpenAL  alGetError is also used to clean up any previous errors
and you need to do that before doing anything critical


more optimisations for the first level: I had to remove some parts

unfortunately my occlusion culling is 2D - only the empty areas count as walls


not only that but these large holes are only potentially obstruct ..
I will need to come up with a better scheme in the future -- but for now I just need to
remember that carving out one large room and filling it with stuff is a bad idea to make a level


also I added the movieset to the ever growing restaurant level


it will be in this little silo


I was not too happy with the previous version - the initial idea was that it's a giant camcorder
that is recording the scene


so I decided to make an actual asset for the camera and not rely on the level editor


I believe this is what kids today call as jank

until next time!