Wild Dungeons (Playdate) texture scale optimization
Wild Dungeons (Playdate) demo » Devlog
Hi there, I changed the texture scale pipeline for objects in the game. Object count on the screen should not affect performance so much now. Try it please, I am waiting for your feedback. I hope it will have a result on real devices
Files
WD-demo-0-136.pdx.zip 368 kB
58 days ago
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Wild Dungeons (Playdate) demo
| Status | Prototype |
| Author | CrankWorkGames |
| Genre | Action, Role Playing, Shooter |
| Tags | 3D, Playdate |
More posts
- Wild Dungeons (Playdate) update, optimized ~13-15fps45 days ago
- Wild Dungeons (Playdate) floor added, more optimisations53 days ago
- Wild Dungeons (Playdate) demo v0.135 update61 days ago
- Wild Dungeons (Playdate) fps auto-balancer added65 days ago
- Wild Dungeons, lights options added in menu66 days ago
- Wild Dungeons (Playdate) new update67 days ago
- Wild Dungeons (Playdate) demo updated71 days ago
- Object depth sorting optimised73 days ago
- Object pooling added,74 days ago

Comments
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I finally noticed how excellent the lighting effects look with the lights off :D. What I noticed however was that the appearance of the textures remains unaffected since the last update. Performance still holds perfectly stable at 9 frames for lights off and lights on.