<\/a>Now, the first thing I’d like to mention is that this is “new-style” ground clutter, but I’m not yet happy with its appearance; \u00a0it doesn’t yet match the style of the rest of the world. \u00a0But there are a few notable points to bring up. \u00a0First, there’s twice as much of it. \u00a0In the first screenshot, there are 1000 pieces of ground clutter scattered around the player. \u00a0In this second screenshot, there are 2000. \u00a0Second, each piece of ground clutter is now made up of four triangles, instead of one. \u00a0So in total, we’re drawing eight times as many triangles as we were before. \u00a0Plus, these triangles now have textures on them (previously they were solid), and they have per-vertex color data, which was previously just a constant.<\/p>\nNow look at the profiling bar; \u00a0with eight times as much stuff going on, it’s being substantially faster to render. \u00a0Why is that? \u00a0Well, as it turns out, it seems that a lot of processing time for the first shot was going into making all of those triangles correctly face the camera, whereas with the new system, I don’t worry about that at all, and so don’t have to reprocess all of the clutter every frame; \u00a0I can just keep re-using it as long as the player doesn’t move around too far.<\/p>\n
The real question from my point of view is whether I’ll be able to make this approach fit in with the general visual style of the game. \u00a0It doesn’t seem to be working too well right now, but I’ll keep trying. \u00a0I’m sure I’ll work something out.<\/p>\n","protected":false},"excerpt":{"rendered":"
So I’ve been spending a little bit of time looking at graphical things again, as I mentioned a week or two back. \u00a0Today I finally turned my attention to “ground clutter”; \u00a0just little details that I add to the ground around the player, to try to keep the ground from feeling too terribly plain, when…<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"spay_email":""},"categories":[24,25],"tags":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/po9WK-yo","_links":{"self":[{"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/posts\/2132"}],"collection":[{"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/comments?post=2132"}],"version-history":[{"count":0,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/posts\/2132\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/media?parent=2132"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/categories?post=2132"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/tags?post=2132"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}