Resolution and Complexity

I went through the levels and as I expected there weren’t a lot of objects that needed changing. I had been prioritizing optimization for a while now and made sure that there wasn’t anything too crazy. Granted, some objects do have a red/bad level of shader complexity but nothing is white which is extremely bad. It is really interesting and cool just to see the different view modes in the game. Making games is just awesome!

In the third stage since everything is moving nothing really needs the lightmap since nothing gets baked. If I remember correctly I may not have a lot if any static lighting at the moment because it never turns out the way I want it to.

I adjusted the light resolution of several small objects and in the fourth stage the rain shows up as red which I won’t worry about too much. A lot of the materials I didn’t make myself are showing up as red. I can blame those creators for any poor performance (No I won’t).

I then packaged the whole game to see how big it was and how well it would run. It took about an hour or more and it is slightly larger than 7 gig. That is larger than I would like it to be. But it does look great and it runs smoothly. I will move on to the next course as there are only a few more left for me to finish before I get back to working on creating new developments.

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