Hello all, time for another funky blogpost.
It's been kind of a pain to find time or energy to keep coding stuff or just work on this project, but in any case I did a bit of progress anyway!
PVS Culling
I mentioned countless times previously, that I wanted to have a system which would optimize the amount of currently existing entities(including walls and floors) by removing/respawning them depending on Player's line of sight.
I also ported the prop spawning and lighting from previous version of the system. It works kinda slow, but I think that's solvable by storing some data instead of generating props over and over. Overall it feels fine and it handles layouts with over 50 rooms just fine.
As a side activity, I also did a tiny amount of coding for dialogue system, because I've been planning to make project be story-based alot.
Obviously, I'm not going to get any voice acting done, not even AI voices or god forbid text-to-speech. Voiced dialogues take hella tons of time, when I can simply use text and just try my best at making a fine dialogue system.
There's been quite a bunch of stuff happening IRL which's been distracting me from modding, but perhaps that's just a normal way to avoid fast burnouts.
a good burnout is when it's a game
and it's a burnout 3 baby.
Now i'm gonna be off for now, see you in next blogpost.