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Animations Part 1 – Sprite-sheets

Our engine supports 3 types of animations: animations from code, sprite-sheet animations and skeletal animations. The idea of the first system is to allows programmers to define simple animations like changing a value over time. Sprite-sheet animations are simple animations that show a different image every so many milliseconds. This type of animations allows artists to paint each […]

Bas Zalmstra
ArtCoding

Particles

Nowadays almost all games feature some form of particle systems. Particle systems are simple effects that add enormous detail to a game. Particle systems are used to model effects that are otherwise very hard to model. Think of things like explosions, fire, portals, sparks, etc. Ronimo’s upcomming game Awesomenauts is packed with particle effects and it really adds to the […]

Bas Zalmstra
Coding

Progress on the landscape

Above is a screenshot of one of my tests with the landscape. The most fancy thing about this terrain is that it is completely made up of bezier curves. With bezier curves we can make the terrain look super smooth no matter how much the player wants to zoom in.

Bas Zalmstra
Among the GiantsCoding

Thin triangles suck

While doing some fancy rendering of about 4000 triangles the performance of our application dropped drastically when all triangles became super long and super thin. The frame time increased from 3ms to about 66ms! The funny thing was that this only happens on my laptop and tablet. My desktop PC, with a way better GPU, […]

Bas Zalmstra
Coding