May 2021
Disclaimer
As a reminder, devblogs will be available only for Patreon patrons until the next game update. After which, every devblog posted prior to this update release date will be publicly posted, one by one, on the game’s website.
It seems that phone web browsers cannot properly read GIFs in some cases.
Refactoring and optimization
I have spent lots of time optimizing and refactoring the game’s code. Refactoring means that I had to go over the existing code to rewrite it and organize it better, mainly for optimization.
Several blocks of code were written in BluePrint (visual scripting) and were rewritten in C as the latter is more optimal execution-wise.
I also optimized graphical render without reducing visual quality, and thus also added several graphical options in the game’s options.
Several blocks of code were executed every single frame, and were edited so they do so every second or so. For example, in order to check where mirrors must be displayed, the new code makes a verification every half second instead of every frame, which does not change render much but makes the game run more smoothly.
The game currently runs around 140fps in desktop using an RTX 2070, and in 4K 110fps in VR on a Pimax 5k
Obviously, those aren’t the definitive results, as performances will be lower the more elements and characters are shown on screen.
VR Spectator
I updated the VR spectator screen. It is now possible to correctly see what the player sees in VR through the game’s screen and to interact on a menu.
Currently, the desktop render is limited to 24 frames per second. It will be possible to lower render scale in desktop to lower resource allocation, or even disable it. I shall add new functionalities over time according to what I encounter and to what players want.
VR Hand
It is now possible to change VR hands display to only have VR controllers, hands without arms or the entire body.
Cobble VR Animation
I continued working on the current VR animation system. Now, Cobble will walk in such a way that his body correctly follows his head, instead of sliding on the ground. (cf. next video)
I am also thinking about adding new VR-only animations so that Cobble makes smaller steps and does not give that feeling of slow walking.
VR Traveling gameplay
I finished integrating VR locomotion. VR players will now, like non-VR players, be able to walk, run, jump, lay down, crouch, all while collisions adapt to the environment. For example, a VR player will be able to crouch in game either by crouching in real life, or by the press of a button for seated players.
Light rendering
I made several tests with the new GPU lightning system, but the CPU rendering pleases me better while giving me more control over how light reacts with models and textures. As a reminder, MMVS uses a render system with lots of precalculated elements, which allows to lower drastically the amount of constraints on static item quality and more fluidity in VR.
For the more curious ones, I invite you to visit the #wip channel on my Discord server to see the various executed tests.
Artificial Intelligence
I started developing Talas’ artificial intelligence.
For the time being, Talas will randomly move towards points of interest, placed inside his house, and will try to step on you if he sees you or will try to reach the last spot he saw you at.
It’s already entertaining to play hide and seek with him:
Talas may also interact with parts of his environment, such as opening doors and sitting on a chair. He will greatly enjoy, almost maliciously, to sit on your if he ever sees you on a chair’s pillow ;3
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