Compression
So I'm still working on it but I am back at this for at least a little bit and I added compression files for the batched distant objects.
The light version vs the heavy version is the batched objects inclusion. But now I want to just have a light weight version that utilizes the compression. Ill release a version with it soon (or long time I don't know).
The compression is a bit slow, so I'm working on that now.
The new release instead of batch .obj flat files, will have .stack compressed archives for each tile.
Update: this seems to work now. It is a little slower than before but is handled in rings of closeness moving outward which works well enough.
FPS dips in VS but not when I play the real game outside of VS
Second update,
This never worked well enough and Its a much harder problem than I realized, still working on it...
Final update, the background thread does like a growing ring of closeness, and the foreground consumes that but also creates its own ordering list which is more exact. It seems to work pretty well, good enough for me for now. Possibly I could improve it by doing a similar system in the background like the foreground, very exact, but, for now, good enough.
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Donogan
open world adventure game
| Status | Released |
| Author | Fiver |
| Genre | Adventure |
| Tags | 3D, Fantasy, Open World, Singleplayer |
More posts
- Donogan V1 available46 days ago
- Almost out of Dev47 days ago
- Guitar and other new jump attacks53 days ago
- 5/8 new build54 days ago
- Added Skeleton enemies58 days ago
- Cinder Spire59 days ago
- Bloom63 days ago
- raylib6 and compiling statically66 days ago
- Hover Mode67 days ago
- Hunting Yetis with a bow69 days ago
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