Hello everyone! Today (and in the past few days) I have been working on the chunk system! Good news: I made the chunks and the grids that store blocks! Bad news... major FPS problems. Today, I focused on laying the groundwork for this system and solving the initial quirks. Blocks will be handled in chunks, and chunks will load and draw grids filled with block data. Chunks are also easily savable allowing for the elimination of the segment 'World saving'. All blocks will be drawn through one instance rather than each block being its own instance, which significantly improves CPU usage and overall performance. The groundwork is completed and the chunks are also completed. However, I'm getting MAJOR lag spikes when loading a new chunk. In fact. the frames drop by about 20% given each new chunk loaded. It's weird, because chunks are removed from memory once they're out of the view. Not sure what's going on here, but I'm going to solve it!
Until next time!
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Hello everyone!
I decided to change a few things in the development cycle. Some things need more time, and some things are more important than others. One thing that takes precedence over everything is the foundation of the game, which includes chunks and block handling. Right now, I'm using a very inefficient method to handle blocks. Over the past few days, I've been working on revising that system, and I've decided that I'm going to use a chunk system as well as tile-based blocks. Machines like the pulverizer and refinery will be 'special' blocks that will not use the tile-based system, but ordinary blocks used for building and collision will be handled with more efficiency. This system will also improve the overall workflow. Today, I focused on laying the groundwork for this system and solving the initial quirks. Blocks will be handled in chunks, and chunks will load and draw grids filled with block data. Chunks are also easily savable allowing for the elimination of the segment 'World saving'. All blocks will be drawn through one instance rather than each block being its own instance, which significantly improves CPU usage and overall performance. Until next time! Hello everyone,
This weekend, I will not be working on Crevis because it's a pretty important holiday and it's a time to gather with family... so I suggest you do the same! I'd also like to address the status of Crevis and if it doesn't get Greenlit. I've been getting questions regarding whether I'm still going to be working on the game if it doesn't get Greenlit... and the answer is yes! I'm going to be working on Crevis as scheduled, and we're still ahead of schedule. Until next time!
Hello everybody!
Here's the Steam Greenlight trailer for Crevis.
Until next time!
Hello everyone! Today, I added quite alot. I added quarries, which can mine a configurable space given power. I also redesigned and implemented rockets! They blast off into space at an exponential rate, and they can travel to any of the planets in the system given enough fuel. I also created and finished other things, but I want some things to be a surprise for the trailer!
Until next time! |
TaskFebruary's task is to improve the combat system and create a system for enemies and their AI.
AuthorThe author of the blog is Alec. He posts weekly, usually on the weekends on Saturday. CategoriesArchives
July 2019
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