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Optimization Andy


I've been hard at work on new content to add variety to the gameplay loop, including 3 new enemies since launch and the introduction of elites which are stronger variants of normal enemies that spawn later on in a run.

I've put a lot of work into optimization and crash and error fixing since launch. There have been very few errors, encountered by very few people, and I have fixed all of them with nothing new in the past 24 hours!

I made an optimized tick system for enemies, using multithreading for certain functions and tasks that don't crash when not on the main thread. Aswell as lowering the fidelity of AI when they are farther away.

Enemies now have their animgraphs turned off at a distance I've decided doesn't affect the experience visually.

I made a component I can put next to particle emitters that adjusts their burst and spawn rates based on how many particles are currently active, which has been leading to the biggest performance impact from my testing. I have also considered adding an option to control particle amounts for people on weaker setups.

As we approach the end of the jam, I have been far more conscious of what I should be putting time into and minimizing my chances of introducing anything game breaking or error causing. 

Looking back on the very short time I had to make this game, I am immensely proud of the project and myself. I exceeded every single expectation I had and believe I made a project that completely stands on its own. S&box gave me a renewed passion for game dev that I didn't expect and I will absolutely be continuing to use and learn it.  I went into the jam having not used it since before the scene system, and even then putting maybe 5 hours into it total when I did use it. The ease of use and learning is insane and I hope to see it only improve from now on.

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