Wednesday, March 16, 2016

Day 67: Binary Nodage and Cleaning House

Before shuffling work into profiling, today started off with a simple bug/design decision thing. With our ley node system, there is no clean way to resolve the thing that happens when there are only two nodes... until now! 



Really, we just settled on one of the colors showing dominance, but I'll have to wait on my designers to get back from GDC until they reach a full decision.

As for non-visuals? Good news! We're requiring very little optimization at that point on our vertical slice level, so much to the point that there's no point in exposing even our heaviest tick functions, as they don't nearly take up as much of the frame. 

Bad news? Not much else to do at that point. I can experiment in loading parts of a level, instead of a whole level, as to completely limit the jarring freeze that happens a split second before entering a new level.

Also! In my quest to package the project properly, I see a boatload of trash packed in our project. Assets, levels, and blueprints that are never used and only make it more difficult to sift it out and make a packaged build. Time to clean house!

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