I hoped to have a playable demo of the game by this date, however I’ve been busy solving several unforeseen details, one of them is how to build the world at run time without freezing the game for the time it takes the program to build the scene, after one week of drilling my brain I came up with a method to fake multi threading in Unity. The opening scene builds the planet when the game starts, in this example, the world is divided into 150 tiles, each one has the responsibility of building itself, each tile runs in its own job context, so there are 150 jobs running simultaneously, the frame rate remains close to the 60 frames per second, independently of the number of jobs running. Spikes shown in the profiler are caused by garbage collection and physics updates.
Next up
Hover Tank
First public demo is available right now
Interesting architecture to see
The new HUD allows you to spot enemies even if they are behind an obstacle
Making a more convincing planet
A small taste on how the game will look like
Working on a full remake of the game
Bandana Dee the Dream Friend
Chiaki Nanami!
Shoobies leave a sticky trail of mucus in their wake, which can impede movement for any creature that steps in it.
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