Creating tile maps is a pain in the ass, especially when you’ve got 100s of tiles. How would you arrange data differently to make it easier?
Posts categorized “Development log”
12 basic principles of animation defined by the 9 Old Men. The one’s useful for me now are 1,5,6 & 7.
I optimized the shit out of the shadow casting algorithm. I had to do it after I realized that the shadows aren’t just a gimmick but they will be one of the defining elements in Link-Dead’s gameplay. I got rid of the nasty square roots and other unnecessary calculations. The result is shown on the video. Each ball has a light attached to it. The framerate drops by half after about 100 lights/balls. It is a really good optimization (there won’t ever be that many lights). Also the balls have now corrected physics collision responses.
(open link for better quality)








