juanjp600 7a413aee93 Optimized GameScreen.DrawMap
- Downscaled lightmap, since blurring will make this unnoticeable anyway
(TODO: make this optional)
- Render LOS in fewer passes by using a shader
- Use light volume to calculate LOS
- This also means we can use the override texture to render the diving
suit obstruct effect
- Don't render bunks and labels onto LOS background (TODO: add the
option to render back into the LOS background, i.e. just use
multiplicative blending as if it was the lightmap)
- Prefer SpriteSortMode.Deferred over all others, prefer
SamplerState.LinearClamp/PointClamp over all others
- Remove shader blur in favor of geometry blur (TODO: improve on this
further, right now it has a few artifacts)
- Trim light volumes
- Do some weird shit with the background particles (use DrawTiled
instead of relying on SamplerState.LinearWrap, because that's faster
somehow :/ )
- Pressing up/down in the console only returns a typed command now
2017-12-20 19:41:23 -03:00
2017-12-20 19:41:23 -03:00
2017-06-04 21:24:36 +03:00
2017-12-15 11:58:07 -03:00

Barotrauma

Copyright © Undertow Games 2017

Before downloading the source code, please read the EULA.

Official Website: www.undertowgames.com/barotrauma

Forums: http://undertowgames.com/forum/

Wiki: http://barotrauma.gamepedia.com/Barotrauma_Wiki

Prerequisities:

Windows

  • Visual Studio with C# 6.0 support (VS 2015 or later recommended)

Linux

Description
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Readme 569 MiB
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C# 63.2%
C 26.8%
C++ 5.9%
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