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Today was a long tedious day of digging into my old #procgen #landscape engine. Trying every trick in the book to get it running at 60fps on the #wii but thankfully I made some progress! #thread #gamedev #lowpoly #screenshotsaturday
Fixed some strange bugs in my simple view frustrum and increased its size
Moved the clouds, water and mountains to the correct position in the render list in order to reduce alpha-transparency bugs
Got the mountains working somewhat correctly. 60% there.
Applied the frustrum to the landscape and the objects which cuts out 1/3 of the stuff being draw behind the player. frees up cycles for other work.
reduced models spawned around the player, displaylists, cached ground tiles made of triangle-strips that spiral outward from center, limited the number of ground "features" aka mountains to a max of 4. Distant models are replaced with billboards. water is 4x4 repeating grid.
In my next coding session (whenever that is) I plan to add in some particle effect props like fish in the water, bees in the grass and birds in the sky. These are really just elements that I need to make the world feel more alive and less bare / desolate.
The code of this project is based on a project I released in 2017 called NewoSky - a demake that I never finished. #Procgen games are never finished. You just keep adding layers, tweeking variables and removing bottlenecks until you either run out of ideas or run out of RAM.
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