Tag Archives: performance

Explosions with performance issues

A video of a “Blue eye” weapon explosion in Burnt Islands after refactoring threads in the game. We’ve had a real bottleneck here!

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Some progress towards next release

As I wrote earlier, we’re working hard on eliminating fatal bugs (that is, bugs crashing the game, not bugs killing the player). We’re still not quite there, but the game is getting more and more playable (even though the current … Continue reading

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Performance issues

You are ready to show your game in its early version, you have implemented all the features you have planned for this release and has even built a release version. It was a little bit slow in debug, but you … Continue reading

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Planting trees

A possibility to plant trees in order to gather food has it’s downside: many trees give much food and everything together – many physics shapes that slow down framerate. Maybe the trees need to die then?

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Removing warnings

It feels good to fix some 100 warnings. Most of them were easy though like “loss of data” in conversions. These come from the fact that we are using doubles in CPU code while graphics uses floats to run on … Continue reading

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FPS drop with shadows

I’m still experimenting with shadows and XEffects and really have a problem with a frame rate. It drops from 50 to 5 in debug and it kind of bothering me. I’ve tried different combinations of filter types and shadow modes, … Continue reading

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Not much to update today

I’ve been working with networking and multiplayer, and I got nothing to show so far. Instead, here is a bunny with a pancake on its head!

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Pre-alpha test report

Testers of our pre-alpha version found some major and many minor bugs. There are performance issues together with program crash while exploding big bombs. Saving does not save everything yet. Texturing issues related to multithreading of the game. Here’s what … Continue reading

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Optimizing C++

I came across a very well written and detailed breakdown on how to optimize your C++ code at this page. http://agner.org/optimize/ This is certainly relevant for us, as we currently have some performance issues with our grid. In short term, … Continue reading

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A player in the air bug

A bug was a result of performance improvements of mesh culling methods. Solution and detail description of the bug is here.

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