Chuck Ritola
Chuck Ritola
For performance-dependent code, implement Mat4x4 to replace Rotation object creation in order to reduce GC load.
Improve level loading by using lazy-loading, esp. with TerrainChunks.
Look into how scoring is done with level progress and implement/save scores in config file.
Implement pools for 2D rectangles for the purpose of having many share a single relevant-everywhere WorldObject for improved vertex efficiency.
Implement opaque triangles in non-occluded pass such that optimized dashboard components may be implemented which do not fill the depth queue.
Implement a minimal renderer for support in rPI, phones, old hardware. GL ES2 comes to mind or even straight Graphics2D calls. This would also require some commitment in Renderer design...
Object motion is jerky, as if its model matrix was missing updates following gameplay tick. Camera does not appear to be experiencing this issue. https://youtu.be/iFN7wAr2CLA
Format for POD.INI: ASCII, line-terminated by CR+LF [number of PODs] [path of each POD] [empty line]
It's happening again... Player approaches maximum-height are of altitude map. Instead of reflecting, goes into infinite-collision loop and oft gets stuck or pushed out of chamber.