Devlog #6: The Rebirth


I live... Again. - Evil Ash

It's been a long time since the last post. Luckily DopeFish isn't dead! He's just been waiting, biding his time to strike. Or rather, I've been very busy with my day job stuff, working in the visual effects industry and surviving a global pandemic has left me with very little time on my hands over the past year.

However, let's get that malarkey out of the way and talk brass tacks.


DopeFish has seen some super rad updates in the paste couple of weeks and I felt it right to update all of you lovelies on the goings on of late.

As of Feb 15, 2021

  • Improved Sprites Shader, now contains cylindrical billboard projection reducing the need to process billboards on the cpu
  • DF now supports multidirectional sprites
  • Improved performance by freezing vertex buffers for level geometry as they are static and have no further need for editing
  • Initial implementation of GLVIS optimizations, the system will only render chunks of a level visible to the current camera resulting in FPS boosts of up to 300%
  • Implemented built in wad processing. DF requires the presence of certain data types in a level to display them properly and efficiently, and will now add that missing data automatically, removing the need for the end user to process the files themselves.

A short update today, but one that brings some very heavy hitting features to DF, the kind of features that almost make a thing usable! Almost, there is still much work on the horizon. This project began long ago as a passionate experiment and as such features some very outdated code that could use a real good cleanup and optimization. 

Thanks to everyone for your patience and understanding. I hope this latest update excites you for the future of DopeFish!

Cheers,

Chris

Get DopeFish: Now Open Source!

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.