Optimization Breakthrough: The Ceiling is Back and Better Than Ever!
Good evening, punks and punkettes! Let me tell you what’s been done. Procedural generation was fu*** up the CPU like nobody’s shit business. I had to freaking grind through those algorithms, and now, part of the load has been tossed onto the GPU.
What about collision detection? Yeah, I fixed that crap too. It's still not perfect (or maybe I’m just being a perfectionist), but things are running way smoother!
Now, for the light bug fix — remember how the light source on projectiles was all janked up? It’s fu*** sorted now! Light does what it’s supposed to, no more fu*** around.
And then, we get to the ceiling. Oh yeah, the ceiling is BACK IN THE GAME (...Kickin' ass again! Oh, sorry)! We all missed it, didn’t we? Before, it was made up of a bunch of independent blocks, which was a real motherfu***g for the CPU. Now, the ceiling’s generated as one big tasty cake entity while keeping the cool segmented relief. It looks just as good as before, but without voodoo-yudu half the CPU! How’s that for an improvement?
Yeah, I know you’re all hungry for gameplay updates, but chill your jets! Everything in due time. After all, like AVGN says: "the most important thing about a game is that you can actually fu**g play it!"
Thanks, everyone! See you soon! Everyone, Rock and Roll \m//!!!!
Herobrine's Catacombs 3D
Status | In development |
Author | ExAnima |
Genre | Shooter, Action |
Tags | 3D, boomer-shooter, First-Person, FPS, Indie, Retro, Roguelike, Singleplayer |
Languages | English |
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