![]() ![]() After a while you’ll see their nameplate showing “tired” or “exhausted”, and they’ll be forced to stop work and rest. Gary has extended the staff simulation so that all staff now become tired as they work. You can see how much difference Johnny’s work has made. Here’s a performance graph from our test map - an extremely large prison with 200 inmates, which used to bring Prison Architect to its knees. We have now seen several (community made) prisons with 300+ prisoners and 100+ staff, running at a solid frame rate - this was pretty unthinkable even a couple of alphas ago. These optimisations are particularly effective on very large maps, and when running the Windows builds. Johnny has continued his focus on performance, delivering a series of optimisations which virtually double the speed of the game in certain conditions. Whilst he’s been away the rest of the Introversion team have stepped up to provide a series of awesome updates to the game. It’s been two months since alpha 14, with Chris taking time out to have a baby. ![]()
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