Helloween DEMO of Eisenfaust - It shouldn't happen


My original intention for Eisenfaust, was that I will release a small demo for Helloween. But well, I couldn't archive it. In the last week, I've encountered a big performance hit for my game. It went from 300 FPS down to about 40 FPS on my high end development machine.

It took me several days of research and I was close to abort this project due to this problem. The problem was all about occlusion culling in Unity. I was thinking there's a bug with the tool I'm using to create the architecture in the unity editor, so that occlussion culling doesn't work correctly. Long story short, I assumed that today's engines are way smarter than they are. The result after 5 days researching and hair pulling was to manually refactor about 90% of my map architectures (models). Well, at least the game runs again at about 250 FPS on my machine and there's still a lot of room for optimization.

I will work the next week only on enemies and some missing particle effects for the game. After this I will implement the story system.

But at least, I've recorded the current state of Eisenfaust for Helloween after rebuilding the map architecture. You will notice lots of missing details when you saw the older videos on Twitter of Eisenfaust. Most of them will come back but I simply didn't had the time yet to model them again.


Happy helloween!

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