Following up on some of the content that was presented at our GDC booth this year I’ve convinced our very own @callumb to share his thoughts on the subject of optimising both position and movement in your SpatialOS games.
You can find the corresponding slide-deck here, and these are his very own thoughts about these technical insights:
This is a talk I ran at our booth at GDC.
The point I was trying to drive home is that everything you know as a game developer about optimization still applies to SpatialOS. Yes, some of what we do feels like magic - but the same rules still apply.
I went with a curve ball analogy: optimization is like climbing a mountain. Except you don’t want to get to the top…because that’s a 0 byte executable that doesn’t make any money! Our goal is to get as high as we need for the view we want.
I hope you find the slides useful; if you have any follow up questions - hit me up!
What insights have you had yourself while working on this topic? Did you use a similar approach or a completely different one? So come and share your thoughts! Both @callumb and me are looking forward to learn what you have discovered on your side.