Hello there!
Probably you have heard already of the ongoing development of a unity-based client.. I'll go straightforward with the topics related to this thread..
Screenshots are viewable in Imgur:
OpenTibiaUnity 1.2a Screenshots!
Project source code on GitHub:
Donations are accepted in paypal directly, make sure to do it as a donation to reduce the costs: Paypal address: [email protected]
It's not required that you support the project, the project will be at the end an open-source but for now, i will keep it only for patreons to help continue developing the project..
Probably you have heard already of the ongoing development of a unity-based client.. I'll go straightforward with the topics related to this thread..
While I haven't yet tested its performance in every aspect, it's still easier to write a non-managed code to resolve issues such as "Creature status drawing".. I am using TextMeshPro which is known for its powerful performance and continues development.. We don't have to bother a lot with it as it has its own caching algorithms.
The estimated time of release isn't yet known, but I expect to release a beta build in a few releases..
However, to help finance myself, as the project took a loooooot of time to investigate the game and find the best ways.. I will release the client for patreons..
The client doesn't include any enclosed code.
The client is currently hosted in Unity's collaboration service. So if you would be given access to test it, you would need a unity account.
The project is written in C# and that's only for the alpha stage, on beta the CoreModule will be released in C++.. So the client is actually having several bottle necks and might have FPS drops on drawing because it's using a high-level drawing function to draw 1600+ textures at a single frame.
So, why alpha? The reason is to view the powerful aspects of the client, also, the beta version will not take a lot of time to be released, in fact it will be a very few weeks until it's released!
Why UnityCollab? because when an issue happens, and if you are connected to the internet.. I will get full details of the error helping me, and later you, resolve the issue.
However, to help finance myself, as the project took a loooooot of time to investigate the game and find the best ways.. I will release the client for patreons..
The client doesn't include any enclosed code.
The client is currently hosted in Unity's collaboration service. So if you would be given access to test it, you would need a unity account.
The project is written in C# and that's only for the alpha stage, on beta the CoreModule will be released in C++.. So the client is actually having several bottle necks and might have FPS drops on drawing because it's using a high-level drawing function to draw 1600+ textures at a single frame.
So, why alpha? The reason is to view the powerful aspects of the client, also, the beta version will not take a lot of time to be released, in fact it will be a very few weeks until it's released!
Why UnityCollab? because when an issue happens, and if you are connected to the internet.. I will get full details of the error helping me, and later you, resolve the issue.
Screenshots are viewable in Imgur:
OpenTibiaUnity 1.2a Screenshots!
Project source code on GitHub:
GitHub - slavidodo/OpenTibia-Unity: A collection of projects to boost OpenTibia development!
A collection of projects to boost OpenTibia development! - slavidodo/OpenTibia-Unity
github.com
Donations are accepted in paypal directly, make sure to do it as a donation to reduce the costs: Paypal address: [email protected]
It's not required that you support the project, the project will be at the end an open-source but for now, i will keep it only for patreons to help continue developing the project..
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