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Gnoblins - Development journal of an indie game

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April update: the new procedural dungeon generator

I'm back with a new progression video. I had skipped the last month update due to not having something useful to show off. I had optimized the engine and went from 20-25 fps to a stable 60 fps in my test environment. But it is really hard to display the effect of a performance optimization ;-) 
At last I moved the level generation from a designed and...

One week of optimizing: doubling your frame rate

So, I have finally took the time to optimize my game. One week later and the following test scene went from ~30 fps(35-40ms) to ~60fps (16-17ms). http://www.gnoblins.net/wp-content/gallery/internal/profiling_testscene.jpg  Well, it is not a secret that my engine is home brew and that there were and are enough optimizing potential hidden. The tri...

February update

Welcome to the February update. 
This time a progression video to show off the new tutorial system, the garrison system, new difficulty levels and finally a much needed end game screen. 
Currently we are working on expanding the room system to support a more compact dungeon design. This will most likely res...

Closed test session, could need some helping hands !

I want to start a new closed test only available to a small, dedicated group of testers. If someone has interest in helping me out, send me a PM and I will give you the download link http://public.gamedev5.net//public/style_emoticons/default/biggrin.png  Gnoblins is a dungeon building game, similar to Dungeon Keeper and to some extend to Dwarf Fortre...

Preparing my engine for Vulkan API

Looking at the vulkan api so far, it could solve many of my rendering performance issues in my engine. My engine was based on OpenGL 1.2, followed by a transition to OGL 2.0 and lot of extension later left me with a more or less modern deferred render engine. Still, there exists some really old and ugly rendering code, most famous the GUI code. My gui cod...