Re: Bombs and Bullets - a 2D RTS inspired by Command and Conquer
Posted: Sat Nov 27, 2021 4:47 pm
The shadows I will need to ask the coder for specifics, but we cast it using data from the front and rear-facing heightmaps, and its a relatively lite 2D GPU process iirc. The floatiness of all the items can be partially solved with turning on and tweaking the AO, but we haven't done anything about it yet. Functionality comes first.
As for the reflections, lighting as well as 2d-esque clipping, which is something that can happen in our game, we're very much emulating what they are doing in this engine here:
https://en.sfml-dev.org/forums/index.php?topic=23751.0
iirc, I don't think we set a limit on how far players can zoom out, but its actually something we should do, because there's zero LoDs or any systems what-so-ever to reduce the amount of rendering when zoomed out.
I can't say what is specifically causing the poor performance. There are also a lot of graphical shenanigans going on in the background, each asset has like 9 layers that determines the final look. Also, our sprites are frame heavy in the extreme.
We have additional optimization plans, but we just did a graphical optimization with the last update, with the goal of freeing up VRAM, and we would like to move back into features for a few months. We plan on implementing multi-threading to fully utilize all available cores, so that should improve the CPU side of things. We will also need to write our our little module for RAM management, which we will need for even bigger maps, so that's just targeting memory. Those are for next year though.
I'm always open to suggestions like these mate. I will have a chat with the coder and see if solving this CPU problem is already part of the plan moving forward or not. I think it's already being considered.
As for the reflections, lighting as well as 2d-esque clipping, which is something that can happen in our game, we're very much emulating what they are doing in this engine here:
https://en.sfml-dev.org/forums/index.php?topic=23751.0
iirc, I don't think we set a limit on how far players can zoom out, but its actually something we should do, because there's zero LoDs or any systems what-so-ever to reduce the amount of rendering when zoomed out.
I can't say what is specifically causing the poor performance. There are also a lot of graphical shenanigans going on in the background, each asset has like 9 layers that determines the final look. Also, our sprites are frame heavy in the extreme.
We have additional optimization plans, but we just did a graphical optimization with the last update, with the goal of freeing up VRAM, and we would like to move back into features for a few months. We plan on implementing multi-threading to fully utilize all available cores, so that should improve the CPU side of things. We will also need to write our our little module for RAM management, which we will need for even bigger maps, so that's just targeting memory. Those are for next year though.
I'm always open to suggestions like these mate. I will have a chat with the coder and see if solving this CPU problem is already part of the plan moving forward or not. I think it's already being considered.