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@Danil0v3s Danil0v3s released this 17 Sep 23:11
· 6 commits to master since this release
0207fbe

What has been done?

7 months ago I started with the idea of getting rid of GRF mostly because of runtime otimizations and of course that small problem with distribution. The development loop was kinda slow because we couldn't make use of editor features and since we're using a full blown engine, why not make use of the best features it has to offer?

Tools

We now have a build time tool that extracts the grfs and put everything into its place and convert those files unknown to the engine into a format it can read properly (SPR + ACT, RSW, etc)

Content Delivery

Also along the way we started worrying about the client distribution and patching and the most elegant solution is to make the client data driven removing most of the resources out of the primary binary. Doing so, we can optmize resources delivery and make the client itself lightweight and distributable by GitHub releases.

  • We still have to figure a way of auto updating the client binaries itself, the Addressables system only helps in regards of resources such as textures, maps, etc. Which in this game is what most people would want.

Misc

Other than that I believe we load maps much faster now and runtime wise we are totally free from the GRF.