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Weekly devlogs: Rogue Legend 2

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Fixing tiles - February 27 Weekly Devlogs

Well, optimizing the tilesets is going to take a while because I need to go through every block in every tileset and modify their mesh to work with the optimization algorithm properly.

Well, optimizing the tilesets is going to take a while because I need to go through every block in every tileset and modify their mesh to work with the optimization algorithm properly.

There's a lot of blocks in a lot of tilesets, and I'm working through them. I will probably focus on the most common ones before switching to storyline and working on the rest in a half-and-half fashion.

Patch Notes
* Performance!

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Big Chunkus - February 22 Weekly Devlogs

This has been the toughest thing to get working thus far, but it also has the largest performance impact.

This has been the toughest thing to get working thus far, but it also has the largest performance impact.

While it's not done yet, the performance improvements are big enough (and I'm late enough on an update) to put this up. In my tests, FPS more than doubled, and tris are halved. This isn't even with all the tilesets working yet, but the one in the screenshot above is the most common so it should have a very noticeable influence on your performance in game.

I'll be continuing to get all the tilesets working and implemented with this at which point I'll be done with performance (and the game should be running much better for everyone).

Patch Notes
* Big performance improvement

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Tri More Things - February 13 Weekly Devlogs

This is the state of my UVs after multiple attempts and different techniques.

This is the state of my UVs after multiple attempts and different techniques.

I couldn't get the UVs working, since simplifying the mesh made a mess of the order. After many searches using terms that SHOULD have revealed the results, a totally weird and random search landed me on triplanar mapping which is a technique for applying textures without the use of UV coordinates.

The good news is it works, mostly.

There's still some blurring/stretching at corners, but it's usable enough that I can put it in this week's build and apply my mesh simplifier to SOME geometry (mostly cubes and terrain). The other tradeoff is triplanar mapping is expensive, it triples the render to project each side. That said, it doesn't really affect performance on my machine as much as the reduced tris, so it should be a net gain overall.

While this reduces tris, my mesh simplifier doesn't work for more complicated meshes like houses, which means the tris are still high in town and performance suffers as a result. Still, it should be better than it was.

Patch Notes
* Improved performance

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