FINAL CRUNCH WEEK - DAY 4
Technical difficulties?
We've officially crossed the halfway point of the week. Progress continued at a good pace today, but a lot of time was spent on some techincal things.
We noticed that lighting is a major performance bottleneck. Turning off all lights almost tripled our FPS! We could optimize it by having fewer shadow-casting lights or making sure lights are disabled when the player is far from them, but it still leaves us with a lot of dynamic lights, so baked lighting seems like the best option.
As a bonus, the lightmaps create a more realistic look (but our bakes are still turning out way too dark - except for this one guy on the floor who is WAY too bright!)
We've also got a new shader for some of the environment textures to add some grunge. I made a geometry node setup in Blender which looks for vertices in concave or occluded areas, and modifies their vertex colors. Those vertex colors are then used to blend a darker version of the environment texture onto itself in Godot.
I feel like geometry nodes have a lot of potential for neat little tricks like this. Here are the nodes for anyone who might be curious:
The grind shall continue tomorrow.
Thanks for reading!
Abrasion
Megastructure exploration horror.
Status | In development |
Author | Studio Laaya |
Genre | Survival |
Tags | Exploration, First-Person, FPS, Horror, megastructure, PSX (PlayStation), secrets, Survival Horror |
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