Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- I have a one large terrain that encompasses the whole map. This is generally a waste since most parts of the terrain are outside village, wasting precious frames. I have split up the terrain into many smaller chunks. According to my testing, it is also much quicker to terraform a small terrain than terraforming the same sized small chunk in a large terrain. In other words, this should make terraforming much faster and perhaps allow me to animate it.
- I have a system to not render objects if they could never be seen. This increased performance greatly, but the system could be improved. I redid the entire system to utilize Unity's amazing Job Burst system. The code is truly black magic but the 20fps increase speaks for itself.
- There's a couple of other things like removing some shader casters from the small props, which should improve performance a bit more as well.
- There's also an essential (but tedious) thing where I could combine walls in one single mesh. This can greatly reduce the draw calls which always means more performance.
- I should also look into improving my shader code but I don't know where to start tbh.
- Also, I need a new system to keep track of the amount of destruction, and to force a limit on how much destruction can exist at any given time. This should improve the lag spikes that occur during the end game minigame.
- And then there's fixing my terraforming code to these new systems, which I haven't done yet. It shouldn't be hard, but refactoring code is always scary.
- That's everything I am currently up to. As you can see, very little room for the GTS (besides animating footstep hills).
Advertisement
Add Comment
Please, Sign In to add comment