Saturday, January 13, 2018

Farquest

We've now decided a name for this game and that is Farquest. We also decided to have a break from combat and focus on other things, such as, other gameplay elements. I'm going to focus on optimizing the game for now as I noticed that the frame rates have been dropping a lot since I last worked on the map generation.

One optimization I've now made is polygon merging, biggest challenge with this was in the shader as I could not use wrap mode because all the textures are in one texture. So I created a shader that does the "wrap mode" differently, I injected the texture repetition count to UV, it will lose some quality but not enough to be visible (I can notice it if I look at a cube closely). Otherwise the polygon merging algorithm is very simple as you can see on the picture below.
Another "optimization" is multithreading, I did not want to do this one but I could not get the chunk generation faster. I divided the chunk generation to multiple threads and a part of the chunk mesh creation as well.

Oh and we created a twitter account https://twitter.com/FarquestTheGame if you wish to follow us there, we will try to update there more often with smaller details and pictures and whatnot.