Wednesday, February 4, 2015

Occlusion Culling + LOD Progress (Video)

I've been working on getting an effective occlusion culling solution implemented and have come up with a raycasting based one after a few iterations, in addition to an integrated LOD solution. I'm going to optimize further and then move on to finish the VBT editor.



Progress
  • Occlusion culling script functioning
  • LOD script complete
  • Added new house models, improved model importing workflow
  • New leather armor created
  • Redid character armor equipping method, which will result in far less clipping and easier animations
  • Gameplay flow outlined more thoroughly in GDD
  • Overhauled test town level
  • Added new guard tower model
  • Added new trader post model
  • Added new tavern model
  • Added new town hall model
  • Further research into optimal behavior tree implementation (Node/Task)

Goals
  • Fix time slowdown on framerate drop
  • Further optimize occlusion culling via precalculation (baking)
  • Publish Occlusion Culling + LOD solution to Asset Store
  • Improve lightmapping + lighting
  • Make AI character execute GotoGameobject behavior
    • Add arguments to BT nodes
    • Add inspector panel to VBT
    • Write action
    • Make VBT connect to and implement BT logic
      • Use node / task structure to avoid redundant allocation
      • Write composite and decorator logic into VBT?
  • Improve motion capture importing. Try to not apply root motion on export.
    • Make test capture to debug skeleton mapping

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