Infinicity
Playing now
—First samples arriving
—of peak
All-time peak
—Tracking since the first sample
Playing now
—First samples arriving
All-time peak
—Tracking since the first sample
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Community | Dev Blog: Tile caching Tile Caching = 159x Faster City Streaming Today I want to share a technical update rather than a visual one but it’s a huge boost for performance. My game uses procedural city tiles. Generating a full city tile costs around 1 millisecond . When the player is flying fast over the world, dozens of tiles may need to be created quickly, and that can become a bottleneck even when each tile is loaded… | — | |
| Community | Dev Diary: Modding support I've been adding in modding support and wanted to share its progress. The modding feature allows a player to direct the 3D procedural generation (biome layout, enemies, objectives etc) by way of a simple 2D map editor. The map editor enables hassle free, quick and easy creation of worlds and challenges by allowing the user to simply paint layers onto the map (a grid). Once saved, clicking play… | — | |
| Community | Dev Diary: My attempt at procedural gameplay I've been trying to generate gameplay (that's ideally fun) procedurally. An initial idea was to set up an NP hard problem or two around the player (i.e. the knapsack problem and the travelling salesman problem) albeit within the context of the game's theme and then leave them to solve it in any one of many ways. On completion then I was thinking about simply ranking their solution according to… | — | |
| Community | Dev Diary: Ramping up the (procedural) vegetation I recently ramped up the level of procedural tree foliage and wanted to briefly post about it. I chose to generate the trees myself and spent some time thinking about how to do that. I didn't look at any other implementations but rather tried to imagine the simplest approach I could think of and build out from there. Initially I considered a tree to simply be a pole (like a telegraph pole). Poi… | — | |
| Community | Dev Diary: Explosions This is my first dev diary post. I'm hoping to do this on a semi-regular basis. Over the last few weeks I've been working on the targeting system. This game is built using my own engine so it was a case of experimenting, failing and then finally settling on a simple and extensible design for weapons, associated explosions and a simple hand written collision detection system. I wanted to be able… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.