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A story-driven stealth game. Knock out mutant seagulls as you explore derelict mines and climb the ropes of rusted sail ships.

Post tutorial Report RSS My experiences optimizing graphics, lighting and physics for a stealth game

I've been focusing on optimizations quite a lot since this game's EA release half a year ago, and wrote a post describing some of the methods I've used.

Posted by on - Advanced Other

I’m working on a stealth game set in sometimes 0.5km wide open environments with big rocking sail ships and vast cavern networks. The levels are populated by patrolling guards, other NPCs and carriable objects and lit by dynamic light sources, since real time shadows are important for a mechanic of hiding in the shadows.

After releasing the game in Early Access half a year ago, I’ve spent much of my efforts in trying to make it run better. However, most of the optimizations in this post have been done before that release. These tricks focus on the asset and graphics side (which I have a much longer background with than coding), and the approach is on a more surface level without delving very deep into profiling.

Here's the blog post

Some highlights:

Hiding room objects:

Hiding room objects

Character LODs

CharacterLODs2 small

Hiding character not in same room

HidingCharacter

Changing ragdolls to kinematic after death:

RigorMortis

The game is Gust of Wind, available in Early Access on Steam.

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