May 13 – 17

This week, I worked on optimizing object colliders for the Sewer level. When initially creating the level, each piece of the environment had their own collider. For example – for one wall that was made up of 12 wall pieces, the wall had 12 colliders in total. What I essentially had to do was reduce this number to one by removing the 12 and making one big collider that covered the entire wall. This needs to be done because the more colliders there are, the more calculations the computer has to make, which decreases performance.

I had to optimize all the walls, floors, ceilings, pillars, railings, etc – the entire level. Although this is a crucial step – it’s not the most fun, I have to admit. But I guess getting the workflow down now will speed up the process for the next levels. Plus, optimization in games (and especially in VR) is a super important, so learning about collider optimization and the other things Vince did with the project to further optimize performance will definitely be useful in the future.

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