Media Summary: This one is (not) super-exciting. I have more efficient shaders which means the vertex count is half or 2/3rds of what it was. So, organizing objects by time and place ( All business, this one. We briefly see the new start/loading screen and then roll up our sleeves and get to work making a more ...
R10 The Resurrection Devlog Landscaping - Detailed Analysis & Overview
This one is (not) super-exciting. I have more efficient shaders which means the vertex count is half or 2/3rds of what it was. So, organizing objects by time and place ( All business, this one. We briefly see the new start/loading screen and then roll up our sleeves and get to work making a more ... Something a little different this time: One artifact's story. After a few minutes showing off some bug fixes, we delve into the story of ... The timeline in the game's UI is like a map, and it's really important. It's also hard to understand. I add some timespan bars ... and ... Wait, what? Somehow the core of the game is ... feature complete? Is this a milestone? It seems like all of the major systems are ...
The mesh and material grind is done ... for now! I'm trying to build a tutorial system to help teach interaction with the game world ... Over the Easter break I rediscovered a shader technique to help make geometry in the game as efficient as possible. I have no ...