{"author_link":"\/users\/alpie","author_name":"Alpie","author_uid":"alpie","comments":[],"epoch":1696850136,"event":"LD54","format":"md","ldjam_node_id":381989,"likes":15,"metadata":{"p_key":"203787","p_author":"Alpie","p_authorkey":"1374321","p_urlkey":"438378","p_title":"A note about future","p_cat":"LDJam ","p_event":"LD54","p_time":"1696850136","p_likes":"15","p_comments":"0","p_status":"WAYBACK","us_key":"1374321","us_name":"Alpie","us_username":"alpie","event_start":"1695945600","event_key":"117","event_name":"Ludum Dare 54"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD54","removed_author":false},"_superparent":371459,"_trust":1,"author":374321,"body":"We are very happy about the feedback we got for our entry, you can try the original version here:\n\nhttps:\/\/ldjam.com\/events\/ludum-dare\/54\/fell-out\n\nOne of the things we got a lot of is how close the camera is.\nThe reason for this was optimization!\n\nAfter creating some tooling we were able to push a lot more sprites (they are meshes now) into the view and still get 3-4x performance:\n![Screenshot_8.png](\/\/\/raw\/136\/b5\/z\/60120.png)\n\nAnd here is before:\n![Screenshot_7.png](\/\/\/raw\/136\/b5\/z\/6011f.png)\n\nThose meshes (which are created from sprites in an atlas) are then divided into cells and each cell is combined into a single mesh. This drastically reduced the DrawCalls (3k to 60). Unity's Dynamic batching and SRP batching was performing 2x worse.\n\nThere is a few more topics I want to share about how we are preparing for expanding the game to the full scale, wondering what is a good way to do this","comments":2,"comments-timestamp":"2023-10-09T11:54:34Z","created":"2023-10-09T11:01:01Z","files":[],"files-timestamp":0,"id":381989,"love":15,"love-timestamp":"2023-10-10T01:17:35Z","meta":[],"modified":"2023-10-10T01:17:35Z","name":"A note about future","node-timestamp":"2023-10-09T11:15:36Z","parent":374551,"parents":[1,5,9,371459,374551],"path":"\/events\/ludum-dare\/54\/fell-out\/a-note-about-future","published":"2023-10-09T11:15:36Z","scope":"public","slug":"a-note-about-future","subsubtype":"","subtype":"","type":"post","version":1189285},"node_metadata":{"n_key":"381989","n_urlkey":"438378","n_parent":"374551","n_path":"\/events\/ludum-dare\/54\/fell-out\/a-note-about-future","n_slug":"a-note-about-future","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"374321","n_created":"1696849261","n_modified":"1696900655","n_version":"1189285","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/54\/fell-out\/a-note-about-future","text":"We are very happy about the feedback we got for our entry, you can try the original version here:\n\nhttps:\/\/ldjam.com\/events\/ludum-dare\/54\/fell-out\n\nOne of the things we got a lot of is how close the camera is.\nThe reason for this was optimization!\n\nAfter creating some tooling we were able to push a lot more sprites (they are meshes now) into the view and still get 3-4x performance:\n![Screenshot_8.png](\/\/\/raw\/136\/b5\/z\/60120.png)\n\nAnd here is before:\n![Screenshot_7.png](\/\/\/raw\/136\/b5\/z\/6011f.png)\n\nThose meshes (which are created from sprites in an atlas) are then divided into cells and each cell is combined into a single mesh. This drastically reduced the DrawCalls (3k to 60). Unity's Dynamic batching and SRP batching was performing 2x worse.\n\nThere is a few more topics I want to share about how we are preparing for expanding the game to the full scale, wondering what is a good way to do this","title":"A note about future","wayback_source":[]}