Hello, gamers and developers, have 8 years work with Blender, BGE, UPBGE and now with Range Engine.
Projects like, Io Frankie (BGE), Elpis (BGE), I will Scape (BGE), Dead Cyborg (BGE), Krum (BGE), Arctic Alive (BGE) , Wrectified (BGE,UPBGE), Spirits of Light (UPBGE), Caveman (UPBGE), Sword of Symphony (UPBGE), Future’s End (UPBGE,RangeEngine) inspired me to continue using this engine and also learn about various optimization techniques that i intend apply here.
I come to announce “Cabanos, emancipation”. First Person Adventure game, with open world map powered by Range Engine with events of “Cabanagem”. Cabanagem is popular revolt against the Brazilian government in years 1835-1840. Cabanos are the people who revolted.
Working on the reconstruction of the city of Belém in 1835 model by model in full scale of the main points of the city.
Note that the model of this church is the same as the photo published above.
It is a small but ambitious project. Only one developer working on the project (except the soundtracks), so certain things are taking a while to happen, but news is coming soon.
After 1 week of work I added 267 houses with some individual characteristics to the project, but poor performance. The Range Engine 1.5a definitely does not support so many objects in the scene.
I will have to change the houses in the project a little, make changes to optimize this. Excessively loud rasterizer. I’m working with a Notebook i5 12gen, 8RAM, Intel IRIS XE Graphics.
This game engine does not support many different objects in the scene. So we will have to do what was planned differently. This will take more time. Running with a rasterizer at 10 to 15m/s is impractical for a real-time game.
Lod, Occludders and Culling of camera have no effect when draw calls are high for this game engine. The goal is to run it with a low Rasterizer, reaching a maximum of 4 to 6 m/s.
Minimize the load, that’s the goal. I will reduce this piece of map by 15% and also bring greater repeatability of objects to reach the objective.
This image in “Embedded Player”, I couldn’t get a direct print of the “Standalone Player” that brings what I said about 15m/s, since the “Standalone Player” only renders the game mode.
Now, image in “Embedded Player” i optimize scene, I couldn’t get a direct print of the “Standalone Player” that brings what I said about 4m/s, since the “Standalone Player” only renders the game mode. This is good for realtime game. Let’s go to new improvements and create new assets for map.