Hello fellow C2Q3Ders,
been learning and putting together the following project:
http://luonnu.fi
(currently optimised only for 60Hz displays)
My coding skills are very limited and as most I'm learning as I go.
Progression has been as intended with minor bugs, but after a few recent builds I've come across heavy instability and resource consumption.
I'm using immovable physics objects for solid mapping and using triggers to hide and show various areas during player map progression. Basic translation for player movement.
It seems as if the build is causing an unnecessary amount of calculation hogging up resources.
Is this a common feature from using too many physics objects? A limitation of Oimo physics? C2? WebGL? Three.js?..
Or have I just managed to screw up the code somehow?
-360 objects
-80 events
-CPU usage ~50% (i5 3,4GHz)
-4.6mb image memory
Zebbi:
As an old Quake engine mapper I use the C2 layout as my top view and just change the Z height per object. A bit like the old build engine, just without a visual 3D representation until running the code. Different layers for different sections allow editing overlapping segments and toggling in-game visibility. I'm sure there are more effective methods.
http://luonnu.fi/AAA_screens/Luonnu_editing.jpg
That's an interesting example! Can the engine be used without needing 3D models, but textures and sprites in a 3D area? I can model, but I'd like to start off small and just do some 2D designing that's shown in 3D.