We already had a kind of devlog about the main game here for a while. At Bro Bang I also report on bug fixes and modifications...
Then I want to resume reporting here about the small and large activities in relation to the main game. Is it always that interesting? Well, at least it's interesting for outsiders to see that game development also has a lot of “not very fancy” or nerve wrecking things in it. Anyway...
I have to separate all streets and sidewalks. This includes not only the roads, but also bridges or stairs. Or I also have to separate the roads that are directly on the surface of the island. (Not all paths are actually roads, but there are also “natural paths” where you drive directly on the terrain instead of on roads). So first I have to go back to Blender and separate all the driving surfaces from the sidewalks. Then separate the terrain.
This allows me to create more differentiated navigation areas. I need this so that NPC cars no longer see sidewalks as a fully-fledged driving surface. Makes sense, doesn't it?
Since I now have to take each road surface into my hands again, I can immediately exchange the materials.
In terms of materials: I've switched to using fewer materials and more UV mapping instead, and placing the corresponding surfaces on a UV map. This allows me to get as many objects in the game as possible to all use just one material, which of course reduces the computing power for the player's computer.
But the separation of the natural routes will also benefit performance. This creates a few more objects for the CPU, but on the other hand, parts of the road that are not currently in the field of view can be excluded from rendering. If you don't make the roads too small, this should improve performance. Then...
Keep up the great work bro 🤩
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[@PowerPaul:] Thank you bro for your words & your support!
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