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Roboland


Aily
  • //s3.us-east-2.amazonaws.com/leadwerksstorage/9a6745e7d1ffebda57758a29fad63ec4.jpg //s3.us-east-2.amazonaws.com/leadwerksstorage/ //s3.us-east-2.amazonaws.com/leadwerksstorage/313c5abae4c04fd6aa1ff410d64a640e.rar

Little gameplay with levels are generating on the fly each time random at app start.

All gameplay in Lua (files inside).

Only one stuff addded - callbacks support, so can't be runs with default Engine.exe

 

As for me this concept is heavy updated last time, and i don't think that be continue this as it is.

So you can use it as you wish if you want smile.png

 

Features:

 

100 NPC on scene

NPCs activatin only when player on screen and NPC see player

NPCs uses A* pathfinding to find player

pathfinding.lua can be used in any project for 2D paths - it's total separate as i remember

 

Static batching:

Scene generates from small cubic meshes, with default instancing it runs at 20 FPS

On batches pack meshes gathered to big groups, each as single mesh, that's how i get more than 100FPS

In each frame there's less than 50 separate entities on screen

static_batching_pro.lua can be used in any Leadwerks2 project to pack static geometry, it's auto group meshes by worlds and materials.

 

Anyway - Roboland scene have only 2 materials, one for columns underwater, and another to all other scene.

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