Save the trees

Hello again, fellow disc golf enthusiasts! Updates have been a bit sparse recently, but rest assured, I’ve been hard at work behind the scenes. In just three weeks, I’ll be dedicating all of my time to this game, which should lead to more frequent updates (hopefully).

Saving 💾
I introduced a saving functionality in the game using SQLite. With my background in back-end web development and experience using MySQL, SQLite felt like a natural choice. It offers a great deal of compatibility and makes it one less thing I need to learn. Plus, SQLite opens the door for support for multiple profiles per user and individual save data for each user on the headset, and it also provides a clear path towards cloud save implementation further down the line.

Menus ≡
My current menu design may not win beauty contests, but it gets the job done. The introduction of new movement settings includes options for single-handed play (for those preferring to use one controller or have limitations), and two-handed play, as well as several comfort settings like smooth and snap turning, smooth and teleport locomotion, and a choice between head or controller-based movement direction. Hopefully these should give you enough options to find a play style that suits you best.

Localization 📙
The groundwork to support multiple languages is done, and currently English and French are supported. While I’m are starting with these two languages, the plan is to add more in the future to make the game more accessible to players worldwide. Now, if you’re a non-English or non-French speaker reading this and you’d like to see support for your language, please don’t hesitate to reach out!

Trees 🍂
The trees have received a significant update, both visually and performance-wise. I’ve introduced textured bark for different types of trees, (Oak, Birch and Pine). Additionally, each tree now displays a unique leaf color from a pre-defined color range to enhance the overall natural look. The wind effect has also been updated, so now the leaves shake in the wind in a more realistic way, instead of having the entire tree bending back and forth. With all the optimizations (using GPU instancing, LODs and using a texture atlas), scenes can now support thousands trees while maintaining a stable 90fps.

That’s it for now, stay tuned for more updates and catch you on the green soon!

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