{"assets":[],"author_link":"author\/waffenwars\/","author_name":"Waffenwars","cat":"LD #23","categories":["LD #23"],"comments":[],"epoch":1334995200,"event":"LD23","likes":4,"metadata":{"p_key":"76863","p_author":"Waffenwars","p_authorkey":"0","p_urlkey":"284809","p_title":"Update #03 Immune","p_cat":"LD #23","p_event":"LD23","p_time":"1334995200","p_likes":"4","p_comments":"0","p_status":"WAYBACK","us_key":null,"us_name":null,"us_username":null,"event_start":"1334880000","event_key":"10","event_name":"LD23"},"source_url":"2012\/04\/21\/update-03-immune\/","text":"<p>Here\u2019s an update, creating \u201ccell structures\u201d is now possible, the first enemy prefab is set up, mulling about how to code it. The gameplay mechanics are still completely open ended in an attempt to motivate myself and not get stuck in long winded plans. I also did some \u201cgraphics\u201d, basically three images and a couple of models, and a stress test, having around 1000 instanced objects on screen which led me to believe I will need to do some optimizing later on, probably by batch rendering geometry that\u2019s not in use (as it\u2019s the drawcalls dragging it down). This is even more fun than i\u2019d hoped <img alt=\":)\" class=\"wp-smiley\" src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/icon_smile.gif\"\/><\/p>\n<p><img alt=\"immune creation working\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/04\/immune02.jpg\"\/><\/p>","time":"April 21st, 2012 8:00 am","title":"Update #03 Immune"}