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Devlogs & Projects / Re: Squaretale's Pixel Game
« on: August 18, 2018, 11:05:27 pm »
would be a crime to put this on hold, it looks like 2d uncharted-megaman

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I just had an odd conversation with this person on Discord.
I was trying to get to know him, but all he wanted were my game ideas. He didn't seem to care at all about cultivating any sort of relationship. He just kept asking for game ideas. Anytime I asked him questions, he was very suspicious of my questioning, as if I was going to steal his code or something. He was asking for my game ideas before I could even introduce myself and give him my name. This person isn't someone I feel comfortable with entering into any revshare contract with.
Maybe he's just young or inexperienced, but it wasn't my cup of tea.
Best of luck in the future!
The reason I avoided automated mesh optimizations is because of how much it adds runtime costs on model manipulations. Even though there is a variety of methods with more or less costs, even the fastest does add a substantial amount. Blackbox tries to keep that experience more fluid, and rather relies on the artist to sufficiently optimize the grid manually by multi-resolution construction. The poly count of that is less ideal than by auto mesh methods that go beyond cube form. So it's a question of framerate costs in that versus latency on model changes. Add to that, I've grown to like the current cubic organization of the grid composition from a work perspective. The plans on how to optimize memory differently aims to keep that. And rather have artifacts compensated for at no costs by raw precision range. Balancing all these considerations is a difficult question. For the time being I will keep going with the current approach, to concentrate building the rest of the core features. At some point though, when seeing it all play out, a decision must be made which kind of costs we'd rather settle with, or which kind of costs gets along best with the specific case of application. Maybe even multiple render modes for choice. Hrrm.I agree, a fluid working tool is very important; what is the fastest and most correct rendering worth, if you cannot edit it?