This one follows up on the previous single explosion effect test in the form of a random artillery barrage that persists as long as I hold the mouse button down, following the cursor as it's moved, factoring in terrain height at trigger origin. Meanwhile I was watching memory utilization to check for memory leaks, and frame rate to pick up on any frame drag caused by the particle engine.
The recording is a brief testing session, following some refactoring to the effects engine. Made sure effects can "follow" terrain properly (i.e. not fall under or be noticeably over), that they can be triggered anywhere (not just centerpoint of a hex), make sure effects engine doesn't run out of particles, make sure it doesn't frame drag, make sure water affects occlusion, make sure of no memory leaks, etc.
Very Cool! So when are you porting it to MonoGame ;).
SavageSoftware 1 month ago