What’s required first though is a system to manage the mods. Players will be able to make furniture, new walls, new material types, new attachments, new decorations, you name it! We’re pretty excited for this.
I’ve talked about this before, with extending the construction system to allow for community made construction pieces.
I’ve also started on creating an architecture for mods and extensions to Hurtworld. Multiple terrains should now also be supported, which some community maps have been limited by up to now.
This patch will contain lots of little fixes, some mentioned above, as well as double loot crate spawn speed in Diemensland, which should make towns a bit more viable for farming runs. We also plugged up another exploit that could be used to create rock bases, which are a really sucky thing as they do give a player or group pretty much raid immunity. We should be pushing out a patch, 0.3.5.3 within the next 24 hours, depending on how testing goes. Large servers should load a bit quicker, and the issue of players getting disconnected for high ping when joining a large server should now be resolved. This week I’ve been working on a couple more optimizations, fixes for exploits and bugfixes. At the moment I’ve got bugs that look like the kraken has been released (see below) but hopefully this will eventually serve as the beginnings of a system to allow you to share custom equipment through the Steam Workshop. I’ve also been prototyping baking skinned (animated) meshes together at runtime to speed up our equipment system as well as being able to load and re-target imported meshes to our skeleton at runtime.
Once these tools mature a bit internally you should see them pop up in the MapSDK for everyone to use. So far we’ve seen good results from baking lots of detail objects as well as larger modular building pieces. We can also bake groups of objects into clusters given just a custom cluster size, this provides a nice workflow to setup LOD and culling groups. I’ve been working with Mils on our environment workflow, creating tools to bake mesh objects together intelligently saving on both memory and draw calls. My first week has been mostly been getting setup and trying to get up to speed with the codebase. Hi everyone, I’m Tom, the new developer at Bankroll. This version is the more efficient.Īnd some images of a few more items that I managed to create after going through the object cull testing. In the second image below the shaded in yellow grid spaces show all objects within that grid space that would be visible to the player. I can get more unique scenarios if I am not restricted to predefined object groupings. This version (which I’m very glad won out) allows me greater control with placing objects. In the image below the yellow blobs indicate object groups that would be visible to the player within a specified radius.Īfter doing some further testing it turns out that placing objects individually then using a grid culling system is actually more efficient. The idea is that Unity will batch objects that are the same and therefore use less resources. We had planned on using groups of objects placed and repeated around the city at first. So this week we tested out culling methods for all the trash and objects that we will be adding to the street level.