
The export default that doubled our rendering work
All 21,864 models in this game shipped with a flag nobody chose, drawing their own hidden interiors into every frame and every shadow. A default that arrives with an asset was never a decision.
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Development posts tagged measurement. Tags cut across the categories, so this pulls together work on the same subject from different parts of the game.
16 posts · page 1 of 2

All 21,864 models in this game shipped with a flag nobody chose, drawing their own hidden interiors into every frame and every shadow. A default that arrives with an asset was never a decision.

Capability pays where a change can be wrong in a way nothing would notice. Sort a week of your own work by what would catch it, and the answer is usually the effort setting rather than the model.

642,530 lines directed by someone who has never opened a file. The plan is the interface, and this is what a plan has to contain to be arguable by a reader who cannot check the code.

Zoom out on an eight player map and the game asked the graphics card to draw every unit separately. Grouping them took 1,392 requests down to 96.

The map went sticky whenever two armies met at a bridge. Measured under real combat, four fifths of the simulation was one thing: working out routes.

An eight player free-for-all ran at 3 to 15 frames per second. The plan blamed combat. The computer opponents turned out to be nine tenths of the work.

A month of planned work was aimed at reducing triangles. Fifty five captures with real graphics card timers said the frame was going somewhere else.

Every level of detail is a real mesh now. Switch points come from how many pixels a thing covers, and a zoomed-out jungle went from 113M triangles a frame to 7M.

Three.js reports a broken shader by printing to the console and carrying on, so the map went white with nothing recorded anywhere. This is what changed.

A one versus one made players wait on 308 MB before anything started. Most of each unit's animation file was a model and a texture nothing ever drew.

The neutral monsters on every map were owned by player two, which is the seat a third player would sit in. That turned out to be the easy half of it.

Sixty four spells were coming out as the wrong kind of magic, and nothing had gone wrong. Two pages exist to catch the bugs that look completely fine.