Onslaught: H.E.R.O - Development Blog #4

#artificialintelligence 

It has been a very long time since the last blog post, but a lot has changed since then. To start it off we have two new team members coming aboard to join the Onslaught Team, Mitch will be undertaking some of the new level design and environmental assets and Ethan will be taking on Our UI as well as some level design. In the process of some new team members, we have also changed the Rendering pipeline that our game is going to using, We have swapped from unity (HDRP) to unity(URP). There is not a lot i can explain about the reasons for this other then the FPS/Rendering time for the HDRP were just to much as we would like to produce this game for consoles in the future, the problem is that the rending was our biggest over head, so by cutting certain aspects in by swamping renders gave us more control on the FPS as well as the amount of stuff we could do. As well as the performance boost it seems that the HDRP is not really set up in the community eyes, so finding tutorials and examples was almost near to impossible.

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