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Optimization Strategies: Static Batching unites several stationary game elements into a single GPU drawing operation (such as terrain together with buildings). The utilization of Baked Lighting for static region precomputation results in enhanced runtime performance.
And from the video you might think that only applies to the terrain. On UO, we could only change the totals every 64 tiles, and we couldn’t reflect it visually at all, because the map was baked down and static). Like UO, every “tile” knows what materials it is. Unlike UO, they can change. (On
Hi everyone, I’m Soren Johnson, and welcome to You Have No Idea How Hard It Is To Run A Sweatshop Here are the published games that I’ve worked on over my career, some of which I will touch on over the next hour. Much of gamedesign is determined by constraints which are out of the hands of the developers.
Deep games require knowledge, explanation, creativity, and cleverness. Such a model could also inform our discussions about gamedesign, suggesting directions for design exploration and expanding our palette of analytical tools and techniques. Modeling depth may help us better understand how to think about these things.
Just set up the probe bounds and do a fast pre-bake of static objects. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. Both indirect light and voxel reflections are provided by this technique.
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