Jump to content

Search the Community

Showing results for tags 'optimization online rpg'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 1 result

  1. Hello everyone, So I have been developing this game for the last month. It's an online rpg which I have been wanting to develop for quite some time now. I am very aware that the project is pretty challenging so instead of resolving issues after, I am trying to anticipate and ask questions before. I am pretty sure some of you guys already have had to deal with the things I am dealing so why not ask for a hand . I have been very cautious performance-wise with the graphics. I have set quite a tight poly-budget and am trying to work things out from there. Models are a maximum of 3k triangles and textures a maximum of 512x512 resolution Also all of my static meshes are joined into one, I believe joined meshes are more performant than instances ( If I am wrong please tell me ) . All of the dynamic meshes are either instances or clones depending on whether they have a skeleton with animations or not. Shadow maps for static models are baked and for dynamic models are at 256 resolution ( Probably will be configurable client side ) . I have been also looking for the possibility to implement LOD but I still haven't, same for Octrees. I am reusing materials as much as I can or joining them into multi-materials when I can't to reduce drawcalls. In the networking part, I am trying to lower as much as I can the quantity of information passing from server to client and vice-versa. Also I am lowering the size of the packages into the bare minimum. Most of the heavy computations are done server side just to lower as much as I can the CPU usage from the clients. My maps are divided into small mini-maps to lower the quantity of players staying at one map at the same time. The architecture is scalable just to be ready if sometime the game will be over-populated ( ) . Now, my question is pretty simple, is there anything I am missing or are there any further optimizations I should keep in mind ? I am very open to suggestions, I know of the challenge the web poses when developing this kind of game so I really appreciate any thoughts or opinions in the matter. Thank you and Best Regards, RelativeNull.
×
×
  • Create New...