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Shit, I didn’t know about this problem! That’s why I’m not a big fan of web games: something’s always wrong. Thanks for the feedback!

Actually, I used fog and large containers to hide the work of my custom LOD system, which removes all distant objects. I relied on this approach because it matched the challenges developers faced at the time. And it really provides a huge performance boost, although I doubt anyone will notice

I made the Graphics Engine of a PS1 game way back and I used a bucket system with a view cone.

I divided the world into a grid of buckets and put all tries into it's closest bucket and then drew all buckets within the View Cone

With this system, we could have had huge worlds if memory and time had permited.