Name: Anonymous 2018-08-08 9:11
ITT we discuss how to collaboratively design our games.
exponential flat interval(low-effort)
Level 2: 100 100
Level 10: 619 1000
Level 20: 3833 2000
Level 30: 23737 3000
Level 40: 146977 4000
Level 50: 910043 5000
Level 60: 5634751 6000
Level 70: 34888895 7000
Level 80: 216022846 8000
Level 90: 1337556524 9000
Level 100: 8281797452 10000
So at level 100 to get to next(101) level you need
8281797452 exp("The Wall") vs only 10000 in flat inverval system, and getting 10k exp at higher level would be much easier, eliminating most of exp grind.
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(__)_) ┻━━━━━━━━━━━━━━┻ (__)_) Thank you.
lets cripple every player vision with SSAO(for a mere 20% performance drop)
its realistic if we consider everyone eyes can't adjust to distance and function as photo camera
Anti-aliasing is essentially blurring defects in the game.That's FXAA and SMAA.
Its sometimes cheap, but the real solution is increasing resolution to 4k and creating smooth meshes without sharp edges.That's how it works, retard. Do you seriously think MSAA (and TXAA to an extent) just blurs pixels for a huge performance hit?