+ <h3>As it usually is, you make a Dev-Log, find more things to fix and then improve stuff even more but already wrote about it. Well I will do it anyway. The settings are nearly done. I still need to add some accessibility options like post processing and screen-shake options and adding the presets to automatically apply settings for different kind of PCs and hardware. Keybinding-stuff is also done in the back-end and only needs a UI to interact and change it. I will do that later this year. For development and play-testing a config file change is better anyway. Performance wise I also made huge progress ~again~. In the last Dev-Log I wrote about changing the bullet system, well now I made it multithreaded too. Thanks to a little workaround I was able to make the physics calls from an other thread and so moved over the hole bullet system to it. Now the game really embraces multithreading. Culling, bullets, physics and so on, all handled separately. As you might expect this also need slightly newer hardware but that was also the intention from the beginning to target "slightly" newer hardware. The Forward+ Renderer of Godot needs good Vulkan 1.2 and newer support and that means hardware from 2012~2013/14 onward ideally, so, using Forward+ limits developers already to """newer""" hardware. Aka. as long as the hardware is at least as fast as a SteamDeck it will work very good. The FPS numbers, accordingly, got a GOOD amount even better. Now the SteamDeck can run the game very well and any thing stronger then the SteamDeck runs very, very good. Now with so much freed up CPU space the graphics settings can really push the GPU. I will start working on the last things for Level 2 the next few days, then after that, play-testing and finaly cleaning up Level 1 will be on the agenda and then the Trailer production can start, maybe a little of other levels will make an appearance in it too, may be not.</h3>
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