So I just got finished implementing components to replace my inheritance based entity system. Getting used to factories and pooling has been a bit of a battle, but I feel as though I’m ready to start actual game production. My engine has fake lighting, which adds another draw call, and it slows things down a bit. Typically you can get away with 1000-1500 triangles in a Papervision3D scene without worrying about the CPU melting, but I’ve limited my game scenes to around 500 triangles, which is 250 quads or 40-ish cubes.
After a little debate in FGL chat about framerate (30 looking choppy and 60 being smooth), I went and looked back on an earlier version of my engine. At that point I had lighting implemented, and was able to have around 500 triangles with a rock solid 60fps. The old engine wasn’t too optimized, and wasn’t built for garbage collection, so I went in a new direction.
First of all, I think I’m done with daily blogging. It’s too stressful, and I still post pretty often, so don’t worry. It becomes a problem when I have to post every day though and all I can come up with is lolcats. I’ll try posting some development related things soon. I’ll also be cleaning up the blog again at TVBs suggestion.
Now onto some game stuff.
It’s a zombie shooting game! Of course I’m going to add film grain! It makes things more gritty!
OK, maybe it’s from lack of sleep… Maybe it’s because I’ve stayed up all night and morning reading from various indie development blogs. Whatever the reason, I gotta say that the indie game world is one amazing place.
I’ve recently come across some developers who’ve tried to document the Molehill source code visible in the Adobe videos just so we can get an early start. Such dedication! So awesome! From Flash to Unity, from browser, phone and even consoles… Everywhere I look I can find indie devs working hard on their game projects, and making money to boot! I never thought that anyone could be making money with these small 1-2 man game teams until I jumped into it myself.
…Away3DLite was a fun detour, but I’m gonna go ahead and drop it and go back to my old system. I’ve tracked down my memory leak when using Papervision, so I’m getting back on that boat (I’ll probably switch again when molehill shows up).
Papervision is faster. That’s all there is to it. It can display more objects with steady performance. Sorry Away3DLite!