Thursday, December 1, 2016

Harvest Booze Update #6: ROCKTIMIZATION

Got some rocks up in here. These little guys are your standard crafting game rocks; they're fairly easy to break up, you get some stone resource, and then they're gone.

Only rocks have shadows, duh.
Some light procedural generation here, just to avoid looking copy pastey. I've also added a bedrock ground type. Extracting resources from the bedrock will be more difficult, but it will never completely deplete. The idea here is that you gather the easy rocks in the early game & save the hard stuff for the late game when you can build drills to do the work for you. These bedrock patches generate in the same way as the grass, so most of the work was already done.


I also pushed through another round of optimizations & got the FPS up around 300 which is sort of a relief. Little bit of breathing room. I'm basically totally deactivating any object outside of the player's view, updating that about 3 times per second. Updating more often than that causes the overhead of the activation/deactivation process to eat more CPU than it saves. There's still some tweeking to do there, and I'll have to redo the time system, but we're running smoothly for the moment, anyway.

Of course, there's still no game here. You can't interact with anything yet. First order of business on that front is getting basic collisions working, so you can't, like, walk through trees. That's the last planned task for version 0.0.1, then on to tree punching!

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