Hello and welcome back to the Blightmare dev blog!  Today’s post revisits the topic of culling – first discussed here.  It turns out that there were some problems with the initial implementation, and I finally got around to fixing them.  I’ll start by discussing the problems that need to be addressed and then we’ll move Continue Reading

Hi there!  Welcome back to the Blightmare developer blog.  Today’s post is a continuation of our ongoing series about 2D lighting.  Specifically, we’re going to start looking at some performance improvements because with all our recent effects, there are some areas that are so slow they can’t really be played and that’s no good.  This Continue Reading

Hello and welcome back to another Blightmare dev blog!  This post is a continuation of our 2D lighting series which started with the basics here.  Last time we saw what a little bit of lighting could do to help our test scene pop a little bit, and today we’re going to make it even better Continue Reading

Hello and welcome back to another installment of the Blightmare Development Blog!  Today we will be beginning a series on 2D lighting that will show an in-depth look into how 2D lighting works, and how we are using it in Blightmare.  In this first post, we will start with the basics of what 2D lighting Continue Reading

Hello and welcome back to the Blightmare development blog!  Today’s post is about how we went about automatically generating shadow casters for our terrain.  In order to frame what I’m talking about, I think a picture is the best way.  Below, you can see a test scene with shadow casting enabled for some of the Continue Reading

Welcome to another Blightmare Dev Blog!  Chris has spent some time talking about lighting, now I’ll talk a bit about the camera we use for Blightmare. To render the game, we need to tell the engine where the camera is located, and how big the field of view is that the camera can see.  By Continue Reading

Hello and welcome back to the Blightmare dev blog! Recently, we’ve been working on some performance improvements, and today we’ll take a look at a very common technique called culling. The basic idea is that if you can’t see something, then there’s no sense in drawing or animating it. Let’s dig into how this works. Continue Reading

Welcome back to the Blightmare dev blog, we’re happy to have you!  Today’s post is the reveal of how well the terrain loading optimizations from last week ended up performing.  Spoilers: it’s pretty good.   First a little recap:   The terrain tiling rules that we use depend on the 8 adjacent tiles in order Continue Reading

Hello and welcome to the last Blightmare dev blog of 2020!  It’s been a very interesting year for everyone on the Plateau team, to say the very least.  We ended up with a lot less time to work on the game over the year which threw our plans out of whack, but we’re still making Continue Reading

Hello there and welcome back to another instalment of the Blightmare development blog!  We’re still ironing out some of the newer features in the refactored editor, but things seem to be going well.  Today’s post is going to be a look at one of the problems that came up several times in a few different Continue Reading