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This week I have made a few more small changes to various parts of the game that needed fixing and have released a new version that includes all the new features I have added over the past few weeks.
This week I have added a "rendering percentage" when rendering. This is surprisingly a great improvement because now you can better judge how long the video will take to render. I feel a lot more paitent waiting for a render knowing that it's not going to take forever. :)
I have also made blood shoot out from a limbs surface at a perpendicular angle. Before blood would shoot out towards the center of the colliding weapon, which would result in blood gushes having some unrealistic trajectories. However now it shoots towards the limb surface's "normal", resulting in it shooting out from the limb at a realistic angle.
https://www.youtube.com/watch?v=pHgjbdAh1A4
Started on getting network play working again. I did some research into the memory consumption during recording of games. This has an impact on network play as I am using the same format across the network that I use to save the game for replay, so if I get it optimised for replay, it should also be optimised for network play. At the moment I believe I am saving too much information about the game state for each frame. Eg. saving information for limbs that are not moving. If I can reduce this, it will allow for less memory consumption, longer games and lower ping times when being used in network play.
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