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Mikhail_Pomaskin

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A member registered Mar 22, 2020 · View creator page →

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Ok, which is faster?

Perhaps, but today there is no time to check. Try testing the second optimization. I have sent a private message to the Gdevelop forum

It's hard for me to explain, English is not my language. I will post a simplified example of the second optimization method and you will look at the frame rate

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Yes, the perspective can be changed using the number of rays and the variable "Angle_step" For example, in the screenshot, the perspective is set to 180 degrees. If you take 181 rays and a variable of 0.5, then there will be 90 degrees, etc.

So I abandoned this method

In this example, slowdown occurs when close to walls due to the placement of the "wall sprites". There are 181 rays and 181 "wall sprites". A "wall sprite" is "attached" to the end of each ray, therefore, when you come close to the wall, all the "wall sprites" are practically at the same point, since the rays "flow around" the obstacles that you create in the editor in 2D view.

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This example is "dead end" since texturing with bugs. I just wanted to show you how to create "rays". By "sprite points" I mean this:

i experimented with rays:

(The project file here: 

https://drive.google.com/file/d/1jJyTYdmz-OF-YaZR92Z7nWxZ6ngkFcKC/view )

And to create many sprites on one "base" i used "sprite points"

Of course, there may be another solution, the idea of controlling the drawing range using sprite scaling did not occur to me, i trying this later))

(1 edit)

So far the best thing to do is to move the wall sprites where the player is looking with the help of "rays".  And I also reduced the number of "bases" and wall sprites.  There is an example of this optimization:

there are only ~ 700+ (wrong in the first time) bases and 720 wall sprites.  Sorry for my English))

I tried a similar solution (removing / creating walls depending on the distance), the result was not very goodthe - fps increased, but was not stable.