Monday, September 16, 2013

Vinyl, Looping and Mesh Optimization

Oops, forgot to blog what I did on Vinyl last week so here it is a little delayed.

The main thing I did last week was to get the visuals of the looping to work.  Before the needle would just teleport to how far away from the player it was supposed to be.  Now it continues to move away from the player and then pulls back at the end of each loop.  This visual really goes along with the audio very well and helps the player to understand exactly what's going on.  There's still a bit of fine tuning that needs to be done on it for certain edge case fail states, which I plan to finish off this week, but it's in a very good state now.

The other task I took on since I needed more things to do was to make it so that the entire track mesh wasn't drawing the entire time.  Previously with an hour long song the entire mesh, several sub-meshes really, would be created on loading the song and displayed for the duration of the gameplay.  Now I've made it so that only the sub-mesh the player is on and the ones boarding it will be visible.  This has less impact on shorter songs that will likely only have three sub-meshes, but will drastically cut down the number of verts that we're drawing on much longer songs.

The last and smallest task I had was to completely remove the power bar since we decided to no longer use that resource.

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