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Hello! Hope things are going great 🍑

We have some cool things planned for the next release. Lust's Cupid is coming together in a good way, especially now that we have succeeded in implementing the scaling breast size feature and the new sprites for the seme character. So with scaling penis size on our upcoming features list, what turned out to be our initial placeholder systems are being gradually replaced by more stable, more versatile and customizable ones, and with the recent successes it really feels like we are standing on solid ground.

This is also important because we know how excited the community is about Mods and we sure want to see it implemented in the game as well, and having these stable versions of our customization system is the main preparation we need to have before achieving the huge Mods milestone!


🌽 Scaling Penis Size 🌽

Work is just starting on this, so the plan is to allow for size scaling and other customizations, as we would like to have alternative dildo and penis types as well! Also it's safe to assume that the highest size setting will be considerably larger than what we currently have now, since people have been asking for even larger sizes for the seme character. Size scaling will also mean revamping our current mouth system, which will be great since our current one is very limited and unfortunately suffers from clipping from time to time. 

Let us know what you all think about this, needless to say this will be a very exciting update to make, so please look forward to it!


⚙️ Optimization through C#'s Job System in Unity ⚙️

Welp, this is a bit technical but since we have invested a lot of energy into it in the past few weeks I think it is definitely worth talking a little about our recent optimization efforts.

Pinou has been updating our code structure so it benefits from C#'s Job System in Unity. Our game often relies on some heavy calculations to achieve it's animations, as every mesh vertice is updated thanks to our curves system, the curves themselves having their own vertices, and on top of that in some cases physics are also applied. Below you can see how our neck sprite looks for example, the dots being it's vertices, it's group being the mesh itself. During an animation, a curve's vertices influence the position of the mesh's vertices, with varying weights depending on proximity. It's similar to what you would expect from a regular animation bone, but with the added benefit of achieving a more fluid result.


Now, the way data is being processed right now is by using Unity's default pipeline, which processes data in a single thread, making frame rendering time consuming and, as you will see, highly inefficient. The way C#'s Job System makes frame data handling more optimized is that it separates datastreams in multiple threads, which allows CPUs to crunch data through its various cores, making computing exponentially faster thanks to parallel processing.


With this we are already seeing some major improvements in performance as a whole even though it's not completely done yet, as we halted optimization a bit so we could do our Feb 16th release. For example, there is a noticeable difference between our mobile v0.2.5 and v0.2.6 releases, and this could also improve the game's performance on older phones, as there has been an issue with models older than 4 years for a while now.


🌾 So! 🌾

As always feel free to message us if there is anything you would like to see added to Lust's Cupid, and we are always open to hear your opinions about the game as well.

Thanks for joining us this week, talk to you soon!
D.

Comments

Railander

great job to you and the team. after that is done, i think you're only missing expressions and dialogue to reach feature parity with what we had in SDT. looking forward to the next couple of months!

La_Croix

Very Excited now... Also will you guys make the tongue much more fluid? Like in SDT.

Swagger

Mod support?

dinotonte

Yes, for example it would allow the community to create and import their own characters into the game. Once the customization systems are finished and in place we will be able to safely develop a mod API and support.