Anarky is growing, at the beginning our plan was to divide Anarky into small sectors with few objects in order to keep memory consumption low and allow Anarky to be accessible to all types of users on both PC and mobile.
Our 3D insights and enhancements to the Godot Engine rendering system have enabled us to improve performance in ways we never would have thought possible just a few months ago.
Among the improvements we have implemented so far:
We have used occlusion polygons in strategic zones to reduce object drawing when inside buildings.
Buildings also hide or destroy all objects inside depending on whether the player is inside or outside of it.
And the list goes on and on, all aimed at improving performance and user experience.
As you will see, making an open world is quite a challenge and as developers we are committed to achieving our goal of creating an interactive world full of games for both developers who want to publish their games and players who want to play other people’s games.