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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

Optimization Strategies: Static Batching unites several stationary game elements into a single GPU drawing operation (such as terrain together with buildings). Using the Profiler allows developers to detect memory-intensive code sections which they should optimize.

Games 78
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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. Doing it before starting the actual game would mean to already generate all the content that needs to be batched at the beginning, which is no solution for a theoretically “endless procedurally generated” terrain. The creator Mr. X-NONE.

Mesh 52
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 It parses your code and automatically understands what you are trying to do (such as writing to alpha for transparency, reading from screen, etc.) In Godot 3.0,

Render 52
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The Lost Ark Has Found its Way

Deconstructor of Fun

The map models are rich and varied in terms of items, buildings, and terrain changes, which offsets outdated graphics performance. In-game models used in the cutscenes are obviously not suitable for close-up cutscenes in terms of texture or polygon quality. Fortunately, the art design of the game performs well. The grand scene).

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Coherent Creature Design

Mnenad

As I promised in this chapter I will dig deeper into the designing process around the creatures that will be walking on the procedural terrain. My personal solution was to program my own shape generator, based on values from the terrain generator. Designing the game world's creatures. Shape generation tool. Concept art.

Terrain 52