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Menu flow. Instant loading. 0.2s fades don't block, UI is fully functional while fading in. Level generation (1GB SDF) takes 0.7s. AVX2 vectorized, but not yet multithreaded. Will be <0.2s in final version. Will mask it fully in the 0.2s menu fade-out. Placeholder 2€ AI art.
21,887 просмотров • 1 месяц назад •via X (Twitter)
Комментарии: 21

Menu back and forth speed test. All GPU/CPU resources are pre-allocated at app startup. There's no new resources created/deleted at runtime. I just reuse their memory. Menus consume 50MB and are kept alive during game too. I don't want any menu loading times.

I named the game: PETAFAB: Bot Invasion There's been a lot of talk lately about the Tesla's forthcoming Terafab. Going to be world biggest building for AI chip production. Optimus robot chips will be built there. This image looks like a sci-fi movie setting. That inspired me.

Looks soulless

2€ AI art. Zero art design.

Yes this is what I mean. The gameplay looks good but AI art is soulless.

Cool. Do you intent to monetize this? Will there be a web-playable version? Would enjoy a quick map play here and there, this seems like fun.

What is used for ui and menu?

Is it just menu loading time or all start up time? I remember people were complaining about initializing device context(for D3D11 etc.) takes so much time.

great progress!!!

EA needs to hire you for all their sports games, every single one has slow AF menus I do not understand why, like what kind of hardware are they testing on that it feels snappy for them?

A true legend

Impressive! Where are you headed with this? Is this going to be a complete game engine (open source? Commercial?)?

Hahaha is the name that flashed up a nod to the terafab facility? The Optimus prototypes broke out. Dario’s wet dream 🫠

Yeah, it's a nod to Terafab. But Petafab is even bigger!

If it’s a success, perhaps we get to see Exafab

Pls launch an early access version

Can you explain why many games stumble with memory leaks in menu transitions? Game might run smooth and degrade over an hour or so, greatly ruining the fun and that's viewed as a "normal bug that'll never get fixed"

I imagine multiplayer is completely out of the question, but it would be very fun.]

That is awesome!

Is there a reason the map can't be loaded immediately after selection, during character selection?

That is possible as well. I can load/generate the map in background thread(s).
