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Weekly devlogs: Rogue Legend 2

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The Joy of Painting With Math - February 6 Weekly Devlogs

Ok, I've got all my files back, gotten caught up on my code, and even got something done enough to be included in the update!

Ok, I've got all my files back, gotten caught up on my code, and even got something done enough to be included in the update!

Most users seem to have performance issues be their major limiter, so that's been my focus. Unfortunately, it's both extremely hard to do and doesn't result in much but "performance is better." I've complained about that before, so let's look at the current issue.

a lot of tris

Triangles! So many tris! Voxels create a lot of tris, because a flat wall isn't just 2 tris like it should be, it's 16x16 blocks, which results in 512 tris with no visual difference. So I've been putting together a mesh simplifier, and it doesn't really work yet. I did however get it working with the simplified collision mesh, so here's the end result of a more complicated piece that's been properly simplified:

less tris now

You can see from the black lines the original mesh, and the green lines are the simplified version. Unfortunately, it has errors with more complicated meshes and I can't get the UVs working on the simplified mesh, but the physics engine needs neither of those things so it can go into this release. This is just fine because it's a noticeable improvement on performance, since physics was one of the major slowdowns. Not the biggest, that's still the draw (number of tris), but an improvement. On that note if you have ANY IDEA how to get the UVs and complex mesh simplification working then please contact me! It's probably the fact that it's producing non-manifold edges with more than 2 facets attached during collapse, and if that made sense to you then maybe you can.

Patch Notes
* Improved performance. See what I mean?!

Continue Reading in the Dev Forums >>

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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

Continue Reading in the Dev Forums >>

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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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