Substantial FPS improvement!


So just a heads-up for the next release. I realized that my environment candy blocks had transparency enabled, which required a lot of overdraw—which basically meant that the graphics card had to render the scene all over again for each transparent object in front of another object. Generally that's efficiently done on modern graphics cards, sure, but one, we're on limited frame time and they've got better things to worry about with it; and two, if I can get this game to run on a toaster from 1992, I will.

Take Baldur's Gate 3. Great game, runs on a GTX 950 if it has to; but, it properly takes advantage of your hardware if you've got a nifty new Radeon or RTX 40. Unless Nvidia is going to sponsor me, I want this to run on anything that it can. That means that nonessential transparency needs to go.

I did leave it on for Hans, though, and may experiment with refraction, too. Especially now that my graphics buffer has less to worry about.

In other news, I now have closures to contain movement control for different flavors, so Lemon Hans totally feels different, too; and, I'm adding additional effects to improve that feeling. This might be ready by the end of the day. It's all in the name of eventually putting those vines to use, which might be later in the week or early next week.

Gummy on, y'all.

—Mick

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OK, it's up! Happy Thanksgiving to all my American subscribers.