Dragons High is a Dragon flight combat simulation. You play as the rider of a dragon. The combat is set in several random challenges.
I have been adding sheep to Dragons High.
I began by adding 10 sheep to the PC build of Dragons High.
But then I thought "What if?" What if I would add a lot more sheep and see how it works?
Well here is the result of this experimentation:
As you can see, the PC can handle quite a lot of sheep and this is unoptimized code.
In order to have decent amount of sheep on iOS\Android I had to optimize the code.
I did optimize the code quiet a lot and the result was decent with a 100 sheep on my iPad 3 on retina resolution.
That is enough for now but there are more optimizations I intend to do in the future.
Apart from that I have added particles on iOS for the fire ball\projectiles.
Well that is the update, here are two screenshots of the latest iOS build:
Latest tweets from @pompipompi
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Dec 9 2013, 3:01pm
@Wolfire If we are to complain about Overpriced games.
Dec 7 2013, 3:37pm
@Wolfire Too bad 30 bucks Overgrowth Alpha is not included in any bundle.
Dec 7 2013, 3:36pm
@tametick I think the trick is to never save draft while in text mode and only save in visual. That's part of my voodoo rule of thumb.
Dec 6 2013, 8:41am
@DushanChaciej There should be another level... Movie.
Dec 5 2013, 4:19pm
Dec 5 2013, 2:48pm
@Wolfire You can also store compiled shader binaries in DX and I am not sure you can do that practically in OpenGL.
Dec 5 2013, 2:12pm
@Wolfire By the way, a plus for DX over OpenGL is that shader compilation in OpenGL is a lot more clustered(each driver to his own).
Dec 5 2013, 2:10pm
@Wolfire Why not choose the better tool for every specific platform? It's not like you can use single source for OpenGL4, GLES2 and WebGL
Dec 5 2013, 1:48pm