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
Working on a full remake of the game
A small taste on how the game will look like
First public demo is available right now
Interesting architecture to see
Making a more convincing planet
The new HUD allows you to spot enemies even if they are behind an obstacle
Hover Tank
Just as Pecaminosa's musicians #improvise this rendition of #LittleSunflower 🌻, so do we improvise with this post you're reading. 😂
What's coming out of your own improvs? 🤔
#Pecaminosa | #IndieDev | #OST | #Jazz
Did you know that today is #InternationalJazzDay? 🎷😎
No? 😯 Well, we couldn't pass up this date!
And what better to celebrate this day than #Pecaminosa #OST? 🎷
Let us know what you think about it and have a great weekend!
"Thanks guys for endless hours of fun." 👍
(My first fan art. Read the article, please.)
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