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
Interesting architecture to see
First public demo is available right now
Hover Tank
A small taste on how the game will look like
Making a more convincing planet
Working on a full remake of the game
The new HUD allows you to spot enemies even if they are behind an obstacle
Short intro of us 💕✌️
We're an eletro duo based in Seoul 🇰🇷 Heavily influenced by the 90s.
Our new album #Xennials is all about the nostalgia of that era 💽 CD listenin 📟 beeper beepin 💾 floppy disks floppin days 😎
Stream now! 🎧
https://open.spotify.com/album/3YwWhnHWVy5cA8XOpbaGRA?si=8E9awqU…
Fan art for Foolish I'm feeling kinda better so I drew this
Updated the chest in the maze, adding sound, particles and better animation. But what's in the chest?
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