> > R0J0hound Re Paster, I can't figure out how to paste object on the the paster canvas without paster object being placed exactly above the sprite. Is this the only way, or there's some other option? Tried quads but quads don't paste glfx.
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> sorry to intrude again... Why placing paster over a sprite is being a problem?
Firstly, what specs do you have? Secondly, that still quite low performance for only 138 objects. you must be doing too many things at once. And instead of every second condition, it's better to create tick counter and use that, ie every frame tikCounter=(tikCounter+1)%10 . Once it will get to 10 it will instantly become 0 and counting starts again. And then you just create conditions if tikCounter = 0,1,2... etc and do events. It's much more precise then every second and you can plan updates much better.
With paster I noticed that when pasting in to a quad it doesn't copy the fx. When just pasting it copies only one effect. But also, there's resolution which actually has to be high in order to paste the image faithfully. Oh well, will continue with what I have.
Edit@ Here, this is a collision system made by ROOJ long time ago, but it's surprisingly versatile and light. Thanks ROOJ! With this system you can disable collision of your sprites, create more efficient way of picking which objects you want to check collisions with.
You need to have player sprite and box colliders in one family and do PICK NEAREST, FOR EACH PICKED, or keep boxes/3dobjects id's you can create when spawning objects and put them in array if you are not using sprites, and then check distance against them. But example shows how to do it with sprites. If i remember well ax and ay is object's position from family "t". Creating your own basic movement system is also very easy. The advantage of that is that you can create it specifically for 3D while thinking in 2D.
Also, I'm not sure if your game is like minecraft and it needs all those boxes to be separate objects. Because if you have some static elements, then it is much better to create them using verts inside the plugin and to keep track of them just use tilemap with variables Z.
I saw some videos of 'recreating Minecraft' on YouTube and they talked about it... But to be honest I cannot imagine the solution on how to do it. Also, I think if I do this way the project my not be able to support lights? I mean every block have it's on info (light RGB, pos, behaviors) and I wouldn't be able to use the 'prebuilt' animations (rotation, scale and moving)
I think I was getting about 1000 collisions checks per second lol. I think it was the physics behavior and all those objects is set to immovable, so I think they might be always colliding or something 😂
Again I am away from my PC, but I remember only these:
Specs:
- it's a 11 years old PC
- 4 gb ram
- Intel i3 (3.50 GHz, 1 socket)
- About 20gb left in memory of 140gb.
- Windows 10
- bonus: The CPU usage (at project debug) is around 40-79.