kazade wrote:So this is just a tech demo. My priority right now is to get it running at at least 30fps.
Once that's done, there will be tweaks to the demo gameplay (fixing controls, some kind of auto-aim, fix the occasional freezes) then it will be into the full game.
That will be very different. It'll have missions, pick ups, buildings and various level themes (e.g jungle, urban etc.)
But it's going to take time, I only have small amounts of gamedev time unfortunately
kazade wrote:So work is still ongoing, but mainly focused on increasing performance of the engine itself, things that I've done since the last release:
* Written an entirely new threading subsystem on top of pthread. This allows the same threading code to run on all platforms. The c++ threading library, which I used up until now, isn't fully implemented in the dreamcast toolchain.
* Written a sampling profiler for the dreamcast. This lets me track down the bottlenecks.
* Written replacements for C++ dictionary like containers which are faster than the standard ones for workloads which repeatedly insert then clear the container. This should speed up the render queue and reduce the number of memory allocations during rendering.
This is a slow process, but hopefully soon I can get back to work on the game itself
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