Multitroid progress, we has it!

I’ve rewritten most of the map engine. Things are now much more stable and faster than before. No more FPS drops when rendering large maps. Tested on a generated 2000×2000 (x 3 layers) map, which is _ridiculously_ large. Playable large maps (32 players) should be around a few hundred tiles max. Previously, map rendering was very laggy on low-end systems due faulty drawing routines. This has been fixed now.

Also did some optimizations in the game engine, removed quite a bit deprecated stuff and added a developer console window for testing and development purposes. Finally started to implement network code, woo!

Related posts:

  1. Multitroid status, still porting
  2. Multitroid progress report
  3. Multitroid progress, cleaning code
  4. Multitroid progress, engine rewrite

About WaveHack

WaveHack is a professional web developer from The Netherlands and the founder of Mineth Studios. He has a passion for (competitive online) gaming, has a predilection for Metroidvania-genre based games and is the author of the Metroid fangame Multitroid.