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(1 edit)

Thank you for posting your feedback here! I am aware of the performance issue with the game but unfortunately I can’t seem to optimize it more. We’ve done frustum culling, occlusion culling, AABB bouding box culling, manual activation and deactivation of portals when the players is far away all in the same scene! With all this the game was measured to run 10x faster. Rendering take part of > 95% of game loop, and since this is done in unity, major part of the rendering cannot be acessed. I’m planning to optimize this game more to become an unity package in the future. Anyway, really cool that you are planning to make a similar game, I am going to check it out! If you have any tips that you think would help optimization don’t be shy to post it here, the game’s code is available for free as said in the description if you are interested too. Also, it would be very helpful if you could tell me wich exact parts of the game caused it to lag. Good luck with your project and wish you the best!

I really like your game. For this reason, I will be happy to help you. Now I am busy (for a few days), but soon I will play again and I will give you more informations so as to fix bugs and more... stay tuned :)

(3 edits)

Hello. As I promised, I played your game again so that I could show you where (it seems to me) you can fix bugs. At first, when we start in the first room showing three portals, we have a significant loss of framerate (first picture). I assume with 3 big portals, this is too hard. I noticed a recurrent graphics bug which you can see in the picture (second and third pictures). I took a shot only two times, but this is really recurrent. Do you see the thin lines? In the last picture, there is a problem with your controller. I guess that you could fix it quickly by changing mass or gravity value because the player doesn't slide along the tunnel - he skips and it is really disturbing (last picture). Also at this stage, there is another loss of framerate. For me, it's no good. Your portal code is too guzzler :) You are wasting your resources somewhere. However, all these problems which I quoted are not too frustrating. Your game is overall very good. I wish you the best in developing it. Bye ++





This detailed feedback really helps me a lot. I think most of the thing you've pointed out can be fixed, and as soon as I can, I'm going to take a look at them. And I've suspected of these two scenes when you said that framerate sometimes drops, because they are the ones with >= 6 portals that really need to be rendered :(. That means that the renderer has to do all the render process (even z-buffering) >= 6 times every frame because each portal has a != camera. As I said, I want to turn this project into a unity package, so optimization and code review are on top of my list (I'm learning some new techniques that might help). Thanks for the help!