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@mustache_dev Per-frame updates are necessary, but inefficiency comes from repeated ref lookups, new vars each frame, and Math.sqrt. Cache refs, reuse vars, update in place, or use squared distance to optimize. Hope that helps :)
@mustache_dev The code repeatedly accesses refs and performs per frame calculations that could be cached or simplified. The math is correct, but itโs not efficient and could be optimized for performance and readability. Repeated ref lookups and per frame sqrt arenโt cheap.
@KenneyNL While I agree that this formula works well for this particular game style the techniques shown here cater to a very specific style thatโs often seen in beginner friendly projects. Flashy effects donโt translate to good gameplay. Itโs the underlying design and feel that matters.
@apoc_dev If your thinking about performance and want to
update them on a more delayed interval why not do this : use the longer interval times to update the positions but add some smoothing between the last frames interval so it looks like they are updating in real time?
Turns out one of my next big projects isโฆ Baby Jenkins 2.0! ๐ถโค๏ธ
ETA: December
Excited for more family time, more nappies, and a whole lot more love.
#BabyJenkins#RoundTwo#DadMode