We’ve significantly improved in-game performance, updated the drones looks, made minor changes to the voxel editor interface and fixed some bugs. See the Change log for details.
What this means for gameplay is you can add much larger numbers of friendly and enemy drones than before. It will also enable us to add more dynamic features and improved AI and entity behaviour in future without slowing things down.
Looking under the hood, we've removed a significant CPU bottleneck by improving the updating of model position and orientation data on the GPU for large numbers of entities. Combined with this, we've overhauled the multithreading so that more systems can make use of all cores.
Reorganised part of the menus and layout to try and make it more consistent and intuitive.
Gameplay hasn’t changed but we've designed new drone models to replace the placeholders. The large drone spawners are inspired by radiolaria skeletons. The designs will evolve as we iterate and add features such as animation.
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