{"author_link":"\/users\/magnanix","author_name":"Magnanix","author_uid":"magnanix","comments":[],"epoch":1664708196,"event":"LD51","format":"md","ldjam_node_id":305290,"likes":6,"metadata":{"p_key":"167582","p_author":"Magnanix","p_authorkey":"1142092","p_urlkey":"394716","p_title":"From Proof of Concept to First Pass, optimization will need to wait.","p_cat":"LDJam ","p_event":"LD51","p_time":"1664708196","p_likes":"6","p_comments":"0","p_status":"WAYBACK","us_key":"1142092","us_name":"Magnanix","us_username":"magnanix","event_start":"1664496000","event_key":"114","event_name":"Ludum Dare 51"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD51","removed_author":false},"_superparent":296586,"_trust":4,"author":142092,"body":"I've been throwing the last handful of hours at trying to optimize the world shift mechanic - there are still a few hitches even after Batching, Instancing, using Chunks, and using Object Pooling... I think the only thing I could do to make it faster would be to maybe use multiple threads, or just generate a voxel mesh through code and only update affected chunks XD (wanted to avoid this because I always lose so much time winding triangles...).\n\nIf the issues persist after adding gameplay, then in the worst case I can just go back to flat images as the world, instead of 3D, I guess.\n\nEither way, I need to actually get said gameplay into the game, doing the Jam anyway so have tonight and tomorrow to make it as fun as I can, then I can polish with whatever time remains :).\n\n![FirstPass.gif](\/\/\/raw\/c0b\/22\/z\/4f490.gif)","comments":0,"created":"2022-10-02T10:47:35Z","files":[],"files-timestamp":0,"id":305290,"love":6,"love-timestamp":"2022-10-02T12:54:16Z","meta":[],"modified":"2022-10-02T12:54:16Z","name":"From Proof of Concept to First Pass, optimization will need to wait.","node-timestamp":"2022-10-02T10:56:36Z","parent":297417,"parents":[1,5,9,296586,297417],"path":"\/events\/ludum-dare\/51\/$297417\/from-proof-of-concept-to-first-pass-optimization-will-need-to-wait","published":"2022-10-02T10:56:36Z","scope":"public","slug":"from-proof-of-concept-to-first-pass-optimization-will-need-to-wait","subsubtype":"","subtype":"","type":"post","version":934005},"node_metadata":{"n_key":"305290","n_urlkey":"394716","n_parent":"297417","n_path":"\/events\/ludum-dare\/51\/$297417\/from-proof-of-concept-to-first-pass-optimization-will-need-to-wait","n_slug":"from-proof-of-concept-to-first-p","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"142092","n_created":"1664707655","n_modified":"1664715256","n_version":"934005","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/51\/$297417\/from-proof-of-concept-to-first-pass-optimization-will-need-to-wait","text":"I've been throwing the last handful of hours at trying to optimize the world shift mechanic - there are still a few hitches even after Batching, Instancing, using Chunks, and using Object Pooling... I think the only thing I could do to make it faster would be to maybe use multiple threads, or just generate a voxel mesh through code and only update affected chunks XD (wanted to avoid this because I always lose so much time winding triangles...).\n\nIf the issues persist after adding gameplay, then in the worst case I can just go back to flat images as the world, instead of 3D, I guess.\n\nEither way, I need to actually get said gameplay into the game, doing the Jam anyway so have tonight and tomorrow to make it as fun as I can, then I can polish with whatever time remains :).\n\n![FirstPass.gif](\/\/\/raw\/c0b\/22\/z\/4f490.gif)","title":"From Proof of Concept to First Pass, optimization will need to wait.","wayback_source":[]}