SamuKata
thighHighGames
thighHighGames

patreon


Back on the saddle

Hey its been a while, just wanted to announce im resuming work on KH

The reason for the extension on my "vacation" was me working on a game that is SFW

Still will be a bit for me to know when the next build will be ready since the next thing ill work on is turning the dialogue system i had working before into a node based one to make working on dialogue/cutscenes easier

Pledges will stay closed untill a build is ready and i'll anounce it with time so you can decide wether to pledge or not

Down below is me explaining technical stuff i was doing for KH the last week that you may not care about

For the last week ive been porting the project to Unity 6, refamiliarizing and rewriting parts of the codebase main gains are rewriting how materials are set on character models which should boost performance and lower memory consumption (i was instantiating materials instead of using material property blocks)

Another major improvement on the workflow i did was on how animations are imported into unity, before i was importing all of them along with the character model

With the ammount of animations the characters have at this point it took around 40 seconds on average to do an import even if editing or adding a single animation every single animation had to be reimported which got pretty anoying when tweaking single keyframes and such and seeing how they look in engine

I had tried exporting them individualy before but for one reason or another wasn't happy with the result or the batch export straight up didn't work, to cut the long story short i got a batch exporter to work and the only drawback i can see at the moment is a small increase in disk space for the animations (roughly 10% (i assume the bone rig is getting reimported per animation file were as if you were doing a single file export it would recycle the initial rig data)) i don't know if this translates to the end user but it is a small price to pay for lowering animation export time to 2 seconds


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