I did a stress test with infantry yesterday:
The important bits to look at are "Logic" which is the performance of my python scripts and "Rasterizer" which is how long the scene takes to render.
At this point with around 375 infantry men in the scene Rasterizer is proving a much bigger drain on resources than Logic. In fact Logic costs are really very low indeed. They'd have to double again before you'd get a loss of frame rate from 60fps. That's great news!
Some other things I worked on this week:
The have to be deployed before use, and stowed for transport. This takes a little time, depending on the weight of the unit, so it should be possible to flank enemy guns before they can turn and fire on you.
The important bits to look at are "Logic" which is the performance of my python scripts and "Rasterizer" which is how long the scene takes to render.
At this point with around 375 infantry men in the scene Rasterizer is proving a much bigger drain on resources than Logic. In fact Logic costs are really very low indeed. They'd have to double again before you'd get a loss of frame rate from 60fps. That's great news!
Some other things I worked on this week:
- Adding the code for units to use binoculars. This allows you to see further but with a limited field of view. Good for scouts or officers.
- Began working on artillery units. For now they work almost exactly like vehicles, the infantry modes are just static meshes. I hope to make them a kind of hybrid unit with mesh guns and sprite crews. But for now they work like this.
The have to be deployed before use, and stowed for transport. This takes a little time, depending on the weight of the unit, so it should be possible to flank enemy guns before they can turn and fire on you.
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