Inspiring, you guys work so hard each day and haven't gone lazy mode for weeks!
Very nice update and good job, also giving ability to change spritesheet size is nice too!
We should have ability to test new spritesheet sizes seperately from this - all small sprites to seperate sheet.
Avoiding and putting all small sprites on seperate sheets might be bad idea. Alot of UI bg, trails, bullet, i use as 2x2 sprites for correct color and small footprint, but they are also the most used/pulled sprites from sheets, which could easily results huge amonth of performance loss.
Putting small sprites on seperate sheets is nice idea for linear high detail sidescrollers, but not other cases.
Bit late replay but, best practice is to use sprite where you use them ingame. I have seen people use sprite bank layouts, use all sprites on Hud/top layer or bottom, have multiple same sprites different layer, or use frames on different layers. So it still uses the best pratice to group sprites?
New adjusted spritesheeting algorithm still follows best practice? and can we can influence it by doing something differently?
Good job on amazing work!
"It's possible to combine the shader programs at compile time, but this is very complicated and is difficult to extend to cover all possible combinations of effects."
"You could also use this to manually combine multiple shaders in to one, removing steps in the effect chain"
Could you consider making part 3, where you combine some of thous shaders, explaining ins and outs and making some test, showing how much difference/impact it will have.
It could be helpful, trying to implement it as a runtime and cover all the shader compinations will be difficult. But if users can use your blog post and sdk to make various combinations of shaders and upload them to addon list, which then could ease the shader use impact.
About SDK, could you also consider making blog post just about SDK, while making some simple addons? as it could help and give users jumping point into SDK. As you have covered various part of game engine complexity, but not SDK use.
Member since 8 Jul, 2016