Game
Blue Aurora: The G.A.I.A. Project
7 years ago

Latest progress on the game


Hello Everyone,

Today I further developed the map, filled all but two of the remaining rooms in the map with some basic equipment.

Here’s my patch notes:

Patch 0.0.0.2 10/13/2017
Hello Everyone,
Today I worked on filling out some of the room designs.
Strolski - Blue Aurora Games

Removed large hallway section from high security clearance hallway and replaced it with a set of window corridors to provide observation into the experimental room
Removed one set of walls from experimental room and replaced with windows to connect with exterior corridors
Added physical lights to experimental room, server room and Generator room
Added ceilings to experimental room and server room
Added air conditioning units to experimental, server and generator rooms
Added furniture to experimental room
Added NPC skins - These still need to be individually molded to their own character features and receive proper duty clothing - They are currently static T pose character models
Added FPS counter for build testing purposes

As you can see I’ve been a little busy :P

This also lead to my additional patch. I was running into an issue where when in play mode I was getting 10-13 fps when looking in certain directions. It turned out the camera was attempting to load ALL of the objects in the map when you looked in any direction. This caused a severe FPS issue.

I have resolved this issue with the discovery of Occlusion Culling. This makes it so that only the objects in the direct view of the camera are rendered. Any walls block rendering of objects behind them.

Here are those patch notes:

Patch 0.0.0.3 10/13/2017
Hello Everyone,
This evening I resolved the culprit causing large FPS drops so early in development.
Strolski - Blue Aurora Games

*Implemented Occlusion Culling. This means that objects not within immediate view of the camera are not rendered into the scene. They are held in the background, baked and ready to render as soon as the player camera looks at them. The camera was attempting to load too many objects at the same time that were on the other side of the map and unnecessary. This is no longer an issue.

This is what I’ve been working on today and I feel as though I’ve made a lot of progress.



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