TaleSpire Dev Log 445
Just a quick post today.
Today, I did some more performance work. The code that draws the dotted-line bounding boxes was taking 1.3ms on my laptop when idle.
I rewrote that code, and now it takes (essentially) zero time when idle and ~0.03ms when in use. A solid improvement.
The improvements are masked by how long rendering is taking on that machine. I’m looking into overlapping physics updates with the rendering to save a few milliseconds, but even then, I’ll not be at the framerate I want.
I’m looking at a low-level API in Unity to take more control of the update steps. This could lower the overhead of calling Update
on all the unity behaviors. It looks like I’ve just gotta find as many places as possible that I can make run in parallel and squeeze out performance wherever I can. At some point, of course, I’ll need to turn my eye to the shaders and see what I can do to improve those.
I hope you have a good weekend folks.
Disclaimer: This DevLog is from the perspective of one developer. So it doesn’t reflect everything going on with the team
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