Andrew showed another video today with 1,000 toons in the same area and it was very impressive.
Good afternoon from Andrew! Thanks to all of you for checking out the video last night. Here’s a small update, showing the same engine demo but with 1000 characters instead of 500. Epic indeed! A few things I wanted to emphasize:
- Under the hood, we’re not drawing the same character hundreds of times. We’re actually loading up hundreds of copies of each model, because our game engine has to support hundreds of unique models. No two characters in the world should be exactly the same. We’re going to have a huge amount of character customization in Camelot Unchained, as I’ll detail in an upcoming post.
- We’re still missing level-of-detail also known as LODing. Normally, game engines will have multiple versions of each model, some for up close and some for far away. When a character is 100 pixels high, there’s no reason to render him with 10,000 triangles. Triangles that are smaller than a pixel just don’t contribute anything to the scene, but they do slow things down. But right now we’re doing that, and fixing it is my project for, literally, today. That should get our frame rate up even higher, which then gives us room to max out effects and environments -- but those are things that we’ll fit in around the characters. The characters are the thing. They’re the reason for going custom with this.
- The animation is really rough. That’s not the fault of the renderer. It’s also not the fault of our animators -- they just had a couple of hours to do a very quick take on this. For an example of what they can do, check out this trailer, which we did all in-house. Funding them to do that level of work on Camelot Unchained is a big part of why we need to do this Kickstarter.