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Tempus Next

Tempus Next, is a dynamic climate system with a day and night cycle, coming from the old Tempus, which has been rewritten from scratch, to seek better quality, code sustainability, increased features and optimal performance with low resource consumption ,  easy to configure and easy to expand.



Features

It has new features, such as a perfectly configurable climate throughout the year, dynamic fog change, realistic pressure and temperature data.


The environment is affected in real time by weather conditions, where it can be perceived in the direction of the wind, tides, snow on rocks and terrain.


A day and night cycle system with realistic moon phases, a configurable calendar, a procedural skybox, background sound that changes according to the time of day.

You can try these features and more in the demo.

How does it work

Dynamic Occlusion System makes the Game Objects a list containing the scene renderers, Audiosources and lights.

renderers is necessary that they are not part of a Static Batching and are in a layer that can be used for dynamic Occlusion to be hidden from the point of view of the camera.

Audio Sources. must the Spatial Blend has a value of 1.


lighting and lens flares no need to configure anything additional.


The graphic quality is automatically selected by Dynamic Occlusion, also the details of the plot are adjusted to ensure that the game runs above 30FPS.


Dynamic LOD with distance determines the level of detail of the object, depending on the volume of the Maya, the position of the GameObject and according to the visual quality of the game.

Tips

there are some tips about the performance in a game, there is much information on the issue and no system is infallible and definitive, the whole key is moderation and balance.

Lightmapping in excess can increase the size of your project unnecessarily, you can consume a lot of memory if too many lightmaps.


combine textures in excess can cause overstep the maximum allowed by the graphics card, or affect the quality of textures on very large objects.


Combine meshes must be done before running the game for it to be sacrificed for the Occlusion static that can separate batch vertices and go hiding parts of the meshes existing be drawn. This is especially difficult in procedurally generated scenes.


to create gameobjects in excess is bad so they are empty. because unity allocates a memory space for each GameObject.

so the trick is to maintain a balance in every aspect and keep well guarded memory, CPU and GPU.


use as few materials as possible: this is a difficult task to be done manually. the idea is to use combinations of few materials. eg steel rails for a close, is the same for the steel bars to a window or under the seats of a bus. and to achieve this you must make a texture atlas. so you can make textures for various types of metals or various types of wood, leather, rocks, foliage, etc.

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