Today is a statistical kind of day!
Just kidding, here's another podium design. The idea is to consistently slow and speed up an object to give a general idea what the power does:
As for more stats, it seems as if the team is finally ready to start testing out room-based metrics, so we'll see how that goes. I also started work on gathering new data such as warp recall/placement, as well as time spent in gravity wells and during slow time dilation effects.
As for my terrain project, I finally figured out what the problem was with font! (subtracting textures in the vertex shader, hurr durr) And as a result, I've started up gathering statistics such as position, cell and triangle render count, and frame rate:
Luckily enough, large-scale terrain pretty much has me rendering only half as many cells on an average basis.
As for the next step? Let's try moving along the terrain! Which means...complex raycasting to place oneself on a triangle! Woo!
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