Map optimization
Now that the game will have different zones, the map acquires more importance and needs to be bigger.
In order to be more friendly with low-spec machines, I'm doing a bit of optimization for the map mode so it can scroll more smoothly.
The approach I'll use is to take advantage of Unity's camera culling mask: using a dedicated layer for the elements I want to show in the map (which will use simple colored materials, no shadows, etc.) and the rest of the layers for the normal gameplay, when the camera must render far fewer elements at once.
In the video you can see the base material I'll use when in map mode. Later I will add different colors or textures for the different zones of the game so it looks nicer.
Get Dis Pontibus 2
Dis Pontibus 2
A puzzle game about helping people connect their islands
Status | In development |
Author | Marcos Donnantuoni |
Genre | Puzzle |
Tags | 3D, Difficult, Procedural Generation, Singleplayer |
More posts
- Preparing for publishingMay 20, 2022
- ModellingNov 26, 2021
- Enemy mode?Nov 12, 2021
- Locking puzzlesOct 30, 2021
- On shapesOct 08, 2021
- MegalithsSep 18, 2021
- Input queuesSep 11, 2021
- Extending player freedomAug 30, 2021
- Procedurally sculpted meshesAug 16, 2021
- Fog and less gated navigationAug 07, 2021
Leave a comment
Log in with itch.io to leave a comment.