[color=#000000][font=Georgia,]So, the alpha I promised is *still* inbound. I'm working as fast as I can! And I think it's paying off. For a while I was very worried about performance. In my last post I talked about how I optimized the renderer, but there were still issues with the physics engine. I was putting each cube into the physics space as a separate entity, which was making it absolutely crawl, even on my eight core i7.[/font][/color]
[color=#000000][font=Georgia,]I rewrote it to take advantage of the new chunk system; now each chunk is a triangle mesh in the physics world. So the engine only has to do a few AABB checks to narrow down collisions to a single triangle mesh. BEPUphysics is happy.[/font][/color]
[color=#000000][font=Georgia,]While I was optimizing I also added a simple performance counter and used the fantastic EQATEC Profiler to track down some other bottlenecks. You can see the result below. Notice the fantastic performance. [/font][/color]
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[color=#000000][font=Georgia,]By the way, that structure was built completely in-game. More on that later when the alpha's released![/font][/color]
[color=#000000][font=Georgia,]I'm starting to work on finalizing little things for the alpha, like getting the story across, figuring out what happens when the player dies, and figuring out a decent logo to use. Speaking of which, have a look at these:[/font][/color]
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[color=#000000][font=Georgia,]Which do you like better? Any suggestions? Sound off in the comments![/font][/color]
[color=#000000][font=Georgia,]Oh, before I go, I quick wanted to show off some artwork I did for school here. Done in Cinema 4D, took me roughly seventy billion hours.[/font][/color]
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[color=#000000][font=Georgia,]Yes, those are nail clippers. Have a great week everybody! Keep your eyes peeled. Alpha. Seriously.[/font][/color]
[color=#000000][font=Georgia,]Mirrored on my blog[/font][/color]