Blocky Universe

I have some issues that i liked you to fix. So i show them again)
Please look at them, if you fixed them it will make me happy and games better)

1)Profiler currently disabled in the HTML5 build
New profiler is cool, but we need profiler in web to make performance games.

2)Frustum culling call when it not needed
Frustim culling can be better.

3)Change and get shape sizes, positions in runtime. You show this feature in roadmap

4)Gpu skinning
Low priority for me.Defold Mesh Binary can be used as workaround.

5)Render batch world for multiple render of same objects

SKINNING ANIMATION
1)81 enemy no shadow
render batch world:6.500-7.000
2)81 enemy shadow
render batch world:12.500-13.500

NO SKELET
3)81 enemy no shadow
render batch world:2.500-3.000
4)81 enemy shadow
render batch world:5.500-6.800

Looks like render batch world make same work twice when draw shadow.RenderBatchWorld do same work for every draw. For example when i draw same model multiple times per frame. Mb you can add some kind of cache?

RenderBatchWorld call for every model.

Model go in rig and cound array of vertices

Here you count matrices use 4 bones.

6)Editor performance and usability for 3d scenes.
For now editor is slow if scene is big. Also big in my cases is like my world in game with 4 areas and hundread of objects. So for now i use blender because it hard to make 3d scene in editor.

Is wasd camera movement already in editor?

7)Store the meta data within the .buffer format
Need it for aabb for meshes

8)Debug draw native api
In this game i use draw_line for some chunks debug and pathfinding debug.

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