![]() ![]() Doesn’t sound too bad, but that’s still uncomfortably many!ĭigging into this further though it turns out that ~90% of these people use DirectX 10-capable graphics cards, so we assume they just don’t have the proper drivers or DirectX version installed. So we ran some analytics over the last couple months and found that less than 2% of our players use DirectX 9. DirectX 10 is available since ~10 years by now, but we still wanted to know how many people would be affected by this change. On the downside, we’ll have to drop DirectX 9 support for it. We can theoretically use up to 256 different terrain textures, and savegame size shouldn’t be increased by more than a couple hundred kilobytes in most cases. Actually, it’s even more fine-grained than that, because each quater tile is further divided up into 4 triangles so you can paint around hills nicely:Īs you can see, transitions between tiles aren’t exactly smooth but it’s better than straight edges, and I think our art style allows us to get away with the hard cuts. You can change the texture for quarter tiles now instead of for the whole tile, so it’s more fine-grained than before. I’ve been thinking about this a lot since the Christmas Holidays break last year and did a bunch of research and prototyping, and we’ve finally arrived at a method that we like :D The old textures looked particularly bad around hills
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