[img]{STEAM_CLAN_IMAGE}/41781053/e4e93b93fc7e28522ea467ed1f256288b72aeb53.jpg[/img] [i]Early PBR Test: Heroic Cosplaying Catgirl T-Poses Over The Nettles To Assert Her Dominance![/i]
[u][b]693[/b][/u], is how many materials my models have which require converting from the previous game engine's diffuse/spec rendering system, to the new, improved and shiny PBR (Physcial Based Rendering) system for cool reflections and modern fanciness. ːhappychappyː
This has meant converting 693 diffuse textures to shadowless albedo images, and then creating Ambient Occlusion, Roughness and Metalness maps for each. Needless to say ... this has taken a while ... ːnotsohappychappyː
[img]{STEAM_CLAN_IMAGE}/41781053/dc4e34fbfca68983bff88100889218de30e0b7d6.jpg[/img] 693 Matierals converted to PBR, though as a top-down shooter, these models LOD out quickly when looking horizontally across.
Porting to the new engine also has a fancy and modern asset system which preloads objects into memory via their instances rather than directory locations, which should help performance and stability.
[img]{STEAM_CLAN_IMAGE}/41781053/eef1e4f056da7b2e24fff478a0911ac188fbacc4.gif[/img]
[i]Metallic and Roughness materials.[/i]
In the meantime, there has been another patch, fixing a few issues with directory/folder addresses (something the new asset system will make redundant), and I have also found some non-used audio files which can be deleted in clearup. This update does not have a new build number as no C++ was changed.
With a bit of luck, a beta release of the new game engine build will be made available next month (August 2023) before being rolled into the main branch of the game as the default once stability has been tested.
In the meantime, I am back to the code, wrapped in a blanket, huddled over a hot drink because it is
*checks notes*
British SummerTime ,,, ːcorblimeyguvnorː