🔮 jclahoot.com
I'm rendering MORE tiles (I broke occlusion culling lol), and at 60FPS too!
Gotta go fast! 🦔💨🔥🔥🔥🔥🔥
I'm rendering MORE tiles (I broke occlusion culling lol), and at 60FPS too!
Gotta go fast! 🦔💨🔥🔥🔥🔥🔥
It's a big refactor, and I'm feeling a lot of resistance. I have to remind myself that I've done this kind of thing before! 😤
These 12K draw calls per frame won't fix themselves!
It's a big refactor, and I'm feeling a lot of resistance. I have to remind myself that I've done this kind of thing before! 😤
These 12K draw calls per frame won't fix themselves!
It's really fun! you have your own avatar, and you can walk around and, read zines, and chat with different people at the expo!
It's really fun! you have your own avatar, and you can walk around and, read zines, and chat with different people at the expo!
Instanced meshes come with some architecture changes, so I'll also have to learn about 🏖 shaders 😎 to recreate what I've built so far.
This is one of the first shaders I wrote! 💙🩵🩷
Instanced meshes come with some architecture changes, so I'll also have to learn about 🏖 shaders 😎 to recreate what I've built so far.
This is one of the first shaders I wrote! 💙🩵🩷
*Every single mesh* is a draw call to the GPU.
On my site, the CPU is yelling “DRAW MORE TRIANGLESSS!” to the GPU hundreds of thousands of times per second! 😅
*Every single mesh* is a draw call to the GPU.
On my site, the CPU is yelling “DRAW MORE TRIANGLESSS!” to the GPU hundreds of thousands of times per second! 😅
After building an editing tool to add content to my website, the number of objects and tiles increased quite rapidly. The CPU does *not* like that, and now things are slow. 🐢
Let's try to fix it! 🧵...
After building an editing tool to add content to my website, the number of objects and tiles increased quite rapidly. The CPU does *not* like that, and now things are slow. 🐢
Let's try to fix it! 🧵...
I just published something new for the first time in a while (a vlog about a failed DIY project), and figured I'd give it a little screening area.🍿
I just published something new for the first time in a while (a vlog about a failed DIY project), and figured I'd give it a little screening area.🍿
Welcome to my little oasis on the web! A tiny village nestled within a cat shaped mountain. My personal website.😌
🌳🌳🏔️🐈🌳
Welcome to my little oasis on the web! A tiny village nestled within a cat shaped mountain. My personal website.😌
🌳🌳🏔️🐈🌳
(but also so laggy because too many sunflower 🥲)
(but also so laggy because too many sunflower 🥲)
For body sunscreen I haven’t found anything like it unfortunately 🥲
For body sunscreen I haven’t found anything like it unfortunately 🥲
I guess I'll "do the wrong thing" and set up a falling timer 🙈 (until I get enough dev XP points to level up and beat this final boss of a bug 🐉💥🗡)
In the interim, I've started modelling the cat mountain! 🏔️
I guess I'll "do the wrong thing" and set up a falling timer 🙈 (until I get enough dev XP points to level up and beat this final boss of a bug 🐉💥🗡)
In the interim, I've started modelling the cat mountain! 🏔️
Figure out the scale of things *BEFORE* building out content. Tiles were too tall, player height was too short, and now everything feels very bunched together 🥲.
New builds will run as if you're 5'9". Previously, things were toddler-sized 😆.
Figure out the scale of things *BEFORE* building out content. Tiles were too tall, player height was too short, and now everything feels very bunched together 🥲.
New builds will run as if you're 5'9". Previously, things were toddler-sized 😆.
I had to create a sprite sheet, and shift the texture each frame to align with the correct image. It was way easier to implement than I expected!
#gamedev
I had to create a sprite sheet, and shift the texture each frame to align with the correct image. It was way easier to implement than I expected!
#gamedev
(not yet in production, I'm still cooking 😉)
(not yet in production, I'm still cooking 😉)
To improve performance, there's a check that runs to see if a tile is "exposed to the air", so that I know whether to render it or not.
It checks neighbouring tiles, but it doesn't (yet) consider partial-height neighbours. Everything is working as it should be.😌
To improve performance, there's a check that runs to see if a tile is "exposed to the air", so that I know whether to render it or not.
It checks neighbouring tiles, but it doesn't (yet) consider partial-height neighbours. Everything is working as it should be.😌
(A movement system that allows you to ascend and descend plausibly jumping-height tiles, that's how!)
(A movement system that allows you to ascend and descend plausibly jumping-height tiles, that's how!)
I don't have a ton of experience doing this kind of thing, so it always gives me such a confidence boost! 🌻
I don't have a ton of experience doing this kind of thing, so it always gives me such a confidence boost! 🌻
*hits screenshot pit*
🌀🍃🔥👹🌀👹🔥🍃🌀
*hits screenshot pit*
🌀🍃🔥👹🌀👹🔥🍃🌀