I have been digging into systems to improve performance and experience of my game.
This build showcases the use of object pooling when spawning civilians!
You can find out more in the path.
If you don't really care about that stuff, what are you waiting for? go try out the build :D
...and check out those sweet new kicks she's got on.
Updates:
Design:
- Created an animation using the live link tracker and did the following:
o Vore animation using livelink
o Pickup target with pinch animation
o Used sequencer to capture it
o Expect many animations in the foreseeable future 😊
- Changed Pickup interface from decals to billboards, this way they will always face the player and will be visible regardless of pickup rotation.
- Changed design to halos and added glow effect to selected pickup to make it easier to see.
- Started basic Devour functionality.
- Created collectables gets absorbed by the giantess. (You can find some randomly placed in the center of the city. These will spawn when destroying stuff in future builds).
- Added spawn system for civilians. They spawn from random doors from the sidewalk.
Tech:
- Refactoring on character class
- Started development on object pools for objects like (civilians, vehicles, collectables) this will help save memory, improve framerate and make sure there is always a certain number of objects the giantess can interact with.
- Optimizations to civilians (I tested with 100 civilians and when from 1 fps to 60fps):
o Civilians now use object pooling. All civilians get randomly created from the start and will spawn in certain locations as the giantess ventures the city. Gives the impression of crowded city minus the cost civilians (we are only using 100 at all times).
o Created LODs for characters, their meshes get less detailed the further away you are from them (If you see some funky meshes when using photo mode, its because I didn’t update the Lods when the game is “paused”)
o Civilian animation tick interval is less the further they are away
o If civilian is too far, they will get recycled back into our object pool and spawn again closer to you.
o Ragdoll is turned on only when crushing a civilian, then is turned off once its recycled back into object pool.
NonDescript
2021-01-12 12:42:36 +0000 UTCSirShrinkums
2021-01-11 19:21:19 +0000 UTCK4shmon3y
2021-01-11 17:54:55 +0000 UTC