Talk:Design Tips for a Fun Brickbattle Map: Difference between revisions
>Mr Doom Bringer No edit summary |
>Gamer3D m Added comment. |
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---[[User:Mr Doom Bringer|Mr Doom Bringer]] 10:00, 25 March 2007 (CDT) | ---[[User:Mr Doom Bringer|Mr Doom Bringer]] 10:00, 25 March 2007 (CDT) | ||
Yeah. I know. Rendering can be quite slow. Physics can slow down too, and for each brick moved, the computer needs to update. | |||
---[[User:Gamer3D|Gamer3D]] 16:59, 25 March 2007 (CDT) |
Revision as of 21:59, 25 March 2007
Destroyable Maps -- Are They Worth the Cost?
Roblox maps with many large, destroyable objects give a fun playing experience. However, they have a significant trade-off; destroyable objects made of many parts cause lag (sometimes VERY large amounts), longer regeneration times, and long level-loading times. Are destroyable objects worth the trade-off?
I try to break up the things, so that the regen time is a little less. Like, having the track in my level regen, then the stations, then the maglevs. I agree, there is a lot of lag that can be caused, but there can also be a good bit of it due to the fact that you are just looking at the bricks. If you look at 500 bricks which are anchored, you will get some lag. If you look at 500 loose bricks in a pile, you will get a lot of lag, due to the fact that you are not only rendering, but you are also calculating collisions like mad.
---Mr Doom Bringer 10:00, 25 March 2007 (CDT)
Yeah. I know. Rendering can be quite slow. Physics can slow down too, and for each brick moved, the computer needs to update.
---Gamer3D 16:59, 25 March 2007 (CDT)