This April Andrii and Igor worked on the multiplayer. We almost finished with it, but need to clean up a few more bugs.
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Full Zombie Hunter, Inc. update
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Performance
addedThis April Andrii and Igor worked on the multiplayer. We almost finished with it, but need to clean up a few more bugs. We plan on having our fist public co-op play tests in June on Funcon (on the 6th and 7th in Kyiv) - come see us there! Vitalii added two new areas: supermarket and mosnter's lair (AKA metro depo) to our Sewers level. This month I saw the glimps of the future of our level design: at some point we will have so many models in our game, that making levels will happen at least 3 to 5 times faster. I added GPU Instancer PRO to our project and wrote a custom code and shader that renders grass with a variety of parameters. Once I'm done, we will render all our grass with a single draw pass and instanced on the GPU, which is the most efficient way to do so. Finally, as usual, our art team added a bunch of new models. See you next month. View store page
Zombie Hunter, Inc. changes
addedThis April Andrii and Igor worked on the multiplayer. We almost finished with it, but need to clean up a few more bugs. We plan on having our fist public co-op play tests in June on Funcon (on the 6th and 7th in Kyiv) - come see us there! Vitalii added two new areas: supermarket and mosnter's lair (AKA metro depo) to our Sewers level. This month I saw the glimps of the future of our level design: at some point we will have so many models in our game, that making levels will happen at least 3 to 5 times faster. I added GPU Instancer PRO to our project and wrote a custom code and shader that renders grass with a variety of parameters. Once I'm done, we will render all our grass with a single draw pass and instanced on the GPU, which is the most efficient way to do so. Finally, as usual, our art team added a bunch of new models. See you next month. View store page
This April Andrii and Igor worked on the multiplayer. We almost finished with it, but need to clean up a few more bugs. We plan on having our fist public co-op play tests in June on Funcon (on the 6th and 7th in Kyiv) - come see us there! Vitalii added two new areas: supermarket and mosnter's lair (AKA metro depo) to our Sewers level. This month I saw the glimps of the future of our level design: at some point we will have so many models in our game, that making levels will happen at least 3 to 5 times faster. I added GPU Instancer PRO to our project and wrote a custom code and shader that renders grass with a variety of parameters. Once I'm done, we will render all our grass with a single draw pass and instanced on the GPU, which is the most efficient way to do so. Finally, as usual, our art team added a bunch of new models. See you next month. View store page