Monthly Archives: April 2016

Performance charts

Rigged those fancy-looking performance charts today. Each section is part of the total frame render time. As you can see, example frame gets rendered under 20ms (equals to ~50fps). Most of the time is spent in rendering of terrain and … Continue reading

Posted in Sidenotes, Tools | 9 Comments

More sounds

Was working on more sounds today and made this Sawmill video: There are 8 separate saw sounds that get uniquely combined each time.

Posted in Live progress, Video | 2 Comments

Sounds

I have a perfectionist bit in me that always tends to halt whatever is being made in favor of “making it perfect”. All in all “making it perfect” is a great idea, but it very often means that nothing is … Continue reading

Posted in Live progress | 7 Comments

More dirt and grass and sand

Posted in Sidenotes | 2 Comments

Parallelization

With more content in the game (units, houses, terrain textures) the game loading got noticeably slower. Being able to launch the game and check the changes as quickly as possible is critical for early development. It disrupts the workflow a lot when … Continue reading

Posted in How things work | 2 Comments

Grass is coming

First look at terrain textures in game:

Posted in Sidenotes | 7 Comments