Today I worked on the optimization of the terrain generation process. Instead of creating the entire tile map with all of the proper game objects on top of each tile in the first frame, I instead broke it down frame by frame. I used a new thing I found called an "IEnumerator ". This type of function lets me start and stop the function when ever I want to. This allowed me to break apart the function and make it so that ach of the tiles and their corresponding game objects are instantiated every frame. This reduced the overall computational powers required to generate the terrain. This might look weird when you play the game, but later on it will all be covered up by a loading screen, making it look professional and cool.
I also added somethings to the UI showing where the Auction House button would go, the cards would go, and where the draw more cards button was. This created a nice feeling of where everything was going to be in the future, and helped me sketch out and plan for the upcoming tasks.
Next, I also removed the ability to scroll in and out with the keyboard as it was creating a small amount of bugs, and clashing with the way that I was limiting the amount players could scroll in and out of the game. Furthermore, I though it would be a little redundant as there was already a solid way to zoom. So I removed it.
Lastly, I attempted to alter the way that terrain was generating by creating a local variable to keep track of the tags in the physics overlap sphere function for each of the terrain objects. I then used this to erase all of the game objects that where floating over the void since they obviously couldn't be touching anything if they are over the void. This ended up slightly working, but some still remain. The most frustrating thing about all of this is trying to find out why some objects generate perfectly, and get removed perfectly, while others stay. Guess this is all just a part of the process.
See ya next time!
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