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holy stuff
edit: is there a tutorial on how to actually do this
one thing that affects performance of static shapes is how big it is. having many big pieces may actually be okay on the engine as long as no single piece is too big. this is worth looking into, since knowing the difference in performance of one big shape vs multiple small ones could mean porting maps like this could work.
you can try breaking up large pieces into a bunch of smaller static shapes, should help. fairly sure the lag is caused by one object being in way too many oct tree zones
woof
https://forum.blockland.us/index.php?topic=309523.0
oh cool, you're still doing that stuff. that's neat to see.