Aeges Road in July
I haven't posted in a while, and don't plan on keeping posts up every week until I near the end of development. Since the last post, a lot of things have changed, mainly with the level editor to help speed things up. I am currently back to building levels and content which will hopefully result in a good demo of Aeges Road within the next few months.
There are a few issues I will eventually need to work past on level loading. Some of the levels now take as much as 18 seconds to load. I have already profiled this and found the cause. It is some post-processing I do to some of the sprites that is slowing things down. So I am either going to move that code into C++, or I am going to backtrack to a compromised stance on path finding performance.
There are a few issues I will eventually need to work past on level loading. Some of the levels now take as much as 18 seconds to load. I have already profiled this and found the cause. It is some post-processing I do to some of the sprites that is slowing things down. So I am either going to move that code into C++, or I am going to backtrack to a compromised stance on path finding performance.

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