![]() ![]() One was to generate the geometry in a build process and load it like any other model, as opposed to having the client device build the necessary geometry on the fly. In addition to the expected overhead of loading all the assets and creating each level’s scene, just parsing the JSON from Tiled and creating the geometry for the layout ended up taking several seconds and causing visual stutters. In terms of the game’s performance, initializing the levels themselves turned out to be very costly. Maintaining great performance while also meeting our high standard for visual effects is a recurring challenge when we develop our projects. ![]()
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