Super Quick Winter's Wake Progress Update
I just hopped over a hurdle that's been looming and sapping my motivation and wanted to celebrate. The screenshot here looks like arse, but it represents a significant step forward. OpenGL is new to me, and in the interests of getting early prototypes off the ground, I just calculated the screen tint colours manually on the CPU rather than harnessing the awesome power of the GPU to do it for me "for free". I knew I'd have to come back at some point and just use a 1x1 mipmap instead of calculating averages, and to have a transparent quad rather than manually calculating alpha. My quick and dirty method didn't last as long as I'd hoped though, and until an hour ago, the game would crash in a screaming heap at certain resolutions - an obvious showstopper for the upcoming demo. The benefits I've gained from taking a fast-to-implement approach have definitely been worthwhile. Having something I could test, iterate on and learn from as early as possible has been hugely valuable, and I suppose in some way, it also gave me a bit of breathing room to learn about how to get a texture out of a framebuffer and mess around with it. Ultimately, this change means a more stable game, a more robust implementation of the game's colour tinting, and better performance (the calculations involved were the largest parts of my rendering loop, and it all happened every frame). There's still room for further optimisation, and to be honest, performance isn't really a big concern for this game on the platforms that I'm targeting, but it's nice to know that it's using less RAMs and less CPUs now. Huzzah! :D
By becoming a patron, you'll instantly unlock access to 50 exclusive posts
53
Images
12
Links
14
Writings
4
Videos
By becoming a patron, you'll instantly unlock access to 50 exclusive posts
53
Images
12
Links
14
Writings
4
Videos
Tier Benefits
Recent Posts