
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.
Tag
Development posts tagged webgl. Tags cut across the categories, so this pulls together work on the same subject from different parts of the game.
5 posts

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.

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 3D ground samples exactly sixteen textures, which is WebGL2's guaranteed floor. Adding one more does not degrade the render. It fails the shader link.

March an army across a winter map and it carves packed trenches with lit rims. Four separate weather signals travel in the four channels of one texture.

Grass now bleeds into dirt along a warped contour instead of a grid of transition tiles, and the 2D and 3D views of a map finally draw the same world.