- Particle generators and Light sources can now be attached to mobs at the definitional level. I have an xlsx that defines just about everything in the game, and a c# tool that transforms the xlsx (via LinqToExcel) into a persisted binary stream (via Protobuf-net) which I then read in from the game (again via Protobuf). All I have to do now is specify a light source and/or particle generator in the mob’s definition in the xlsx, and it’ll automatically be added to the mob when the mob is created
- I got major perf improvements by culling mobs and lights based on viewport visibility. Perf is currently acceptable for launch.
- Tiles are now animated, with a 4-cycle walk animation, and 4 independent idle animations (e.g. look left/right) which are randomly triggered when not moving.
- Multiple levels (ascending/descending) work perfectly
And here’s a movie showing it in action (sorry, not embedded):