Inspired by Fortnite, I've tried to experiment with their building technique. It seems to work quite well. It looks good in VR as well. It seems quite intuitive.
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As kind of my QA process I create a "flatworld" version. This provides a second set of eyes so to speak to ensure robustness.
On another note, I found that I had accidentally included double the number of dynamic lights - major oops. So my frame rate has gone down again. I've be thinking about adding a shallow (bridging) tile for a while. I've been wondering whether it is worth it. What broke the camels back so to speak was the decision to make the tiles 3m tall. The tiles have gone from 80cm high with a radius of 1m to 3m high and a 3m radius. I wanted to do this because I want the edge tiles to be divisible by 9 and to reduce the number of tiles for the planet for performance.
Anyway this is my unit test map for testing path finding. It is also for testing lighting. As you can see, there is a lighting issue underneath the shallow tile. There is nothing like the joy of holding a gun in VR in you game for the first time. Then only to be let down when the dam thing does not fire!
While I'm on the ground, I'm getting good performance and hitting the 90FPS. However I still have work to go to hit it from above.
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One Liner...Strange Orbitz is a voxel, multiplayer, building rpg set in a space environment. Archives
June 2017
CategoriesCopyright © 2016-2017 Graham Chow
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