





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Found a new profiler which is really good for profiling games: https://github.com/yse/easy_profiler Already found all bugs which produce lags. But I have to add an asynchrone loading mechanism to resolve them. Apart from this I did a lot of stuff: - Support for Detail Textures and Normal Maps - Light sources can have a mask throught which the light goes - Physic Engine: Vehicle (but still need to add car models and player control) - Physic Engine: Soft Body (Rope, Patches, TriMeshes) -> again here I still need to make the code which sends the rope to the GPU - Mod Support: Better Entity System in the Editor (will allow to add entities in the level editor). - Mod Support: Instanced Meshes - Mod Support: Commen Data Format between the Game and the Editor - The "house building" modul makes progress. Will allow the creation of new houses and streets during game play. - Batch geometry buffer for far houses (sounds really fances but is in fact really easy: We pack one city block in one draw call so that it can be rendered faster). - Global Illumination: Connected the Global Illumination Rendering System to the normal engine. Theoretically I could now bake lightmaps. But still need to test it. And AI stuff: -AI language for the city generator is finished. But still needs debugging. So exited to define the rules which will create streets, houses, usw. This sounds so harmless but it nearly broke my brain :-). Hey a part of this software can solve basic school math problems (or could find a problem in an electronic circuit). For the interested I implemented a CHR constraint solver. This is for example used in the control of the cars so that they follow the traffic laws. And I am working on a planning algorithm, which will allow NPC's to have their own goals and follow them. But this is still very theoretical. What's next? This month I plan to add a lot of new features mainly in the engine so that we are on a similar level as Unity, usw. I am thinking here of Screen Space Reflection, Screen Space Ambient Occlussion, Mask effects on the screen, camera to texture, a renderer for the soft body elements and make them accessable via the editor. The second goal is to test the AI language and improve the city generator. Then after this month I will start a big debugging phase, where I will test the new features and make use of them. For example a detail texture could improve the visual quality of the trees, ground, usw.
[ 5417 ]
[ 1294 ]
[ 4061 ]