Pergamon’s PVS System
Pergamon » Devlog
I want to talk about the visibility set method used in our game Pergamon. We are making a Metroidvania. In 2d, this problem is hardly a problem at all. The world is divided into rooms – when the player goes through a door, you load the neighboring room, unload the current one, done. Some game briefly have both loaded at once. Others, like Super Metroid, only show you the door during a brief animation to cover up any time spent destroying the old room or preparing the new one. On a modern system, on a 2d game like Super Metroid, there’s really no reason you can’t have huge chunks of the world loaded at once.

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Pergamon
Pergamon is a 3D Metroidvania game where you explore the ruins of a fallen civilization.
| Status | In development |
| Author | Dabster Entertainment |
| Genre | Shooter, Puzzle |
| Tags | 3D, First-Person, Metroidvania, Sci-fi, Singleplayer |
More posts
- Pergamon - OST Preview1 day ago
- Join our Team6 days ago
- Pergamon Weekly Update: Level Design Screenshots and Concept Art for the Audio P...12 days ago
- Saturday Update20 days ago
- Play the Demo20 days ago
- Geeking Out Interview21 days ago
- New Boss Concept26 days ago
- Demo Coming Soon34 days ago
- The Big Gun40 days ago

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