Race, joust, and play CTF on hoverbikes. No punching, kicking or weapons allowed, though. (Yes that complicates things, but don't worry. The riders can't seem to stay on their bikes anyway.)

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Report RSS Editor shot of prototype forest (view original)
Editor shot of prototype forest
embed
share
view previous next
Share Image
Share on Facebook Post Email a friend
Embed Image
Post comment Comments
drjd24
drjd24 - - 299 comments

Is the forest not computer intensive? Because of tons of trees and whatnot?

Reply Good karma Bad karma+3 votes
BrantiskyInteractive Author
BrantiskyInteractive - - 77 comments

Good question! So far I have come up with some good optimizations that keep it running above 100 fps in my latest build (with Cam-FX, AA, and vsync off). One optimization is simply changing the shadow quality. It's stuck on the highest setting in the last builds. I gained about 40 fps in this scene by changing it to low, and it still looks good. This should help the desert track run a bit smoother in the next build too. Another optimization is using the CombineChildren script that comes with Unity. The next step is working with a bigger and bigger area, honing in on the right density of plants to keep everything running fast without looking bare.

Reply Good karma+3 votes
EnigmaJetMoto
EnigmaJetMoto - - 37 comments

All of this looks promising! I just hope you won't make the forest tracks as dense as Sequoia Forest from Jet Moto 3 though, that track was HELL!! XD Do you plan on making tracks that have water in them too? It'd be pretty cool!

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Description

Now that my MeshSpray script is mostly done, this block of forest took about 1 minute to make. It runs around 100+fps on my mid-grade laptop. Hopefully that will stay above 60 once the entire scene is filled with trees and foliage.