Build 15 - Performance!
One Knight in the Dungeon » Devlog
This build is all about performance. A massive C++ game refactor has reduced RAM usage (and made it more predictable), as well as eking out a bit of frame-rate. The real performance win is in the render code:
- Switched to the forward renderer.
- Removed Parallax Occlusion Mapping (POM); it looked good, but not that much better than bump mapping - and was slowing things down quite a bit.
- Removed sway from vegetation where it was hurting framerates.
- ALL terrain now uses a unified ubershader.
- Removed fancy subsurface light scattering from grass; you can't really tell the difference, and it is much faster.
- Generated and implemented LOD levels for all skeletal meshes.
- Removed unused plugins and physics models.
- Removed "distance fields" - I didn't know they were enabled (!), and removing them almost doubled frame-rates.
- Optimized "scene capture" for dialogue and player portrait renders. MUCH faster.
So while there isn't a lot of new content in here, the game runs much better. I hope you enjoy it! Let me know if you run into any issues.
Files
one-knight-in-the-dungeon-windows-alpha.zip 603 MB
Version 15 May 09, 2019
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One Knight in the Dungeon
A modern 3D turn-based roguelike/dungeon crawler
Status | In development |
Author | Bracket |
Genre | Role Playing, Adventure |
Tags | Dungeon Crawler, Fantasy, Procedural Generation, Roguelike, Turn-based, Turn-Based Combat, Turn-based Strategy, Unreal Engine |
Languages | English |
More posts
- Build 28 - Lots and lots of fixes/improvementsOct 01, 2019
- A tiny updateSep 19, 2019
- Build 26 - More Quality of Life, Fewer CrashesSep 06, 2019
- Build 25 - Post Feedback Friday Fixes Part 1Aug 30, 2019
- Getting ready for releaseAug 06, 2019
- Alpha 5 is live! Mostly quality of life improvementsAug 02, 2019
- Alpha 4 - New Items & BugfixesJul 10, 2019
- Alpha 3: Improved ASCII, Mini-Maps and TooltipsJun 20, 2019
- Alpha 2 - Quality of Life UpdateJun 05, 2019
- One Knight in the Dungeon - Alpha 1May 23, 2019
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