Dienstag, 25. Oktober 2016
Mittwoch, 19. Oktober 2016
Developer Diary 41 - Maze
I think I found a levelbuilding trick, that gives me the ability to incorporate day and night rhythms without using any dynamic light whatsoever .... I would also be able to change the entire atmosphere of the woods based on the player's location .... so I thought what if the entire woods are a maze system in which every section has four gates ...
Mittwoch, 12. Oktober 2016
Developer Diary 40
Why are these screenshots so significant?
Because they now represent a fully functional world in VR at 75 FPS, with 15 ms for GPU and 5 ms for Draw Call. Before today there was always something missing. Either grass or ground foliage or lighting or shadows or the navigation mesh took up too much space or something else .... but now it's all in there and it looks beautiful.
This includes a day night system, full foliage, items, AI, Dungeons, architecture and much more. Time to build the ACTUAL WORLD now, while keeping the fps at max.
Because they now represent a fully functional world in VR at 75 FPS, with 15 ms for GPU and 5 ms for Draw Call. Before today there was always something missing. Either grass or ground foliage or lighting or shadows or the navigation mesh took up too much space or something else .... but now it's all in there and it looks beautiful.
This includes a day night system, full foliage, items, AI, Dungeons, architecture and much more. Time to build the ACTUAL WORLD now, while keeping the fps at max.
Sonntag, 9. Oktober 2016
Developer Diary 39 Final Layout
I've been working on a new art design for the game for several weeks now. I like this version of the overall atmosphere a lot better. Everything on 75 FPS VR.
Abonnieren
Posts (Atom)