What changed
0 fixes0 additions4 changes0 removals
changedI've been working on refactoring the strings of Bridgebourn's codebase to allow for different languages. In an attempt to think of ways to implement it without increasing system requirements, I was actually able to reduce VRAM usage a tad bit and draw calls/texture switching (especially when your inventory is open!) So, I'm expecting some users to see slight performance improvements. A happy surprise win when I was expecting the opposite!
changedThe technical reason why: I can't fit all the letters of other languages in one UI texture atlas page. They had to be on separate pages, which would drive up the drawcalls/texture switching massively. So, I had to upgrade the UI sprite batching to work like the gameworld sprite batching does - binding multiple textures and picking them in the shader.
changedAnyway, the main reason I wanted to make this announcement was to let people know that language support is coming. Now that it's supported in the code, I just have to work with translators. After that, I was wondering if anyone who speaks non English languages fluently would be willing to play-test the game in your language to see if there are any issues.
changedAlrighty, time to go back to work. Stay tuned for future updates!ːsteamhappyː
Bridgebourn changes
changedI've been working on refactoring the strings of Bridgebourn's codebase to allow for different languages. In an attempt to think of ways to implement it without increasing system requirements, I was actually able to reduce VRAM usage a tad bit and draw calls/texture switching (especially when your inventory is open!) So, I'm expecting some users to see slight performance improvements. A happy surprise win when I was expecting the opposite!
changedThe technical reason why: I can't fit all the letters of other languages in one UI texture atlas page. They had to be on separate pages, which would drive up the drawcalls/texture switching massively. So, I had to upgrade the UI sprite batching to work like the gameworld sprite batching does - binding multiple textures and picking them in the shader.
changedAnyway, the main reason I wanted to make this announcement was to let people know that language support is coming. Now that it's supported in the code, I just have to work with translators. After that, I was wondering if anyone who speaks non English languages fluently would be willing to play-test the game in your language to see if there are any issues.
changedAlrighty, time to go back to work. Stay tuned for future updates!ːsteamhappyː
I've been working on refactoring the strings of Bridgebourn's codebase to allow for different languages. In an attempt to think of ways to implement it without increasing system requirements, I was actually able to reduce VRAM usage a tad bit and draw calls/texture switching (especially when your inventory is open!) So, I'm expecting some users to see slight performance improvements. A happy surprise win when I was expecting the opposite!
The technical reason why: I can't fit all the letters of other languages in one UI texture atlas page. They had to be on separate pages, which would drive up the drawcalls/texture switching massively. So, I had to upgrade the UI sprite batching to work like the gameworld sprite batching does - binding multiple textures and picking them in the shader.
Anyway, the main reason I wanted to make this announcement was to let people know that language support is coming. Now that it's supported in the code, I just have to work with translators. After that, I was wondering if anyone who speaks non English languages fluently would be willing to play-test the game in your language to see if there are any issues.
If you've been seeing an influx of patchnote-less demo updates, they are pretty much minor bug fixes.
Alrighty, time to go back to work. Stay tuned for future updates!ːsteamhappyː