kyren submitted a new blog post: July 15 - Everything changed when the tile rendering system attacked Continue reading the Original Blog Post
Ooooh. Looks promising. I know a lot of people have been having issues with CPU usage, even on pretty powerful rigs. Hopefully with optimizations and tweaks like this, more people will be able to enjoy the game without having to worry about their computer exploding. Or worse than exploding: Less than 30 FPS.
Right on target! Making the game run faster will make many people happy (and many computers will be relieved, too).
I hope that master is proud of your work, and rewards you appropriately! These changes sound awesome!
As someone who can just barely make stuff happen with very basic LUA commands I definitely have respect for people who can write such complicated things. Sounds like what you've done will make a huge difference for those who have had CPU problems with Starbound. Great work!
Excellent news! I was getting bummed that I could run games with better graphics faster than SB. Cant wait til its done
Sweet. Will this also affect "animated" tiles, these background-fans in prisons for example? (Or tesla-spikes, whatever theyre called?) These usually bring my FPS to its knees. (using a rusty old toaster here, though usually the game runs okayish, prisons, as example, aside)
Will there still be Tile ID's? It creates such a limit to modders as they have to watch out who uses which ID's, as they can't be shared, I think?
So a redesign of the engine? Fine by me. Though usually the optimization is done in stage 3... but whatevs.
I can't wait to experience lagless Apex colonies On the other hand, this change doesn't seem to be one that would require it to be continuous redone due to new content, which I think is why optimization isn't the first stage.