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TeaR Engine (0.2.0)
hey there, I tested your engine, I’d like to provide some feedback.
Take this as constructive criticism, I only intend to provide feedback with the goal of helping you improve what you’ve made so far.
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Currently creates the same amount of debris pieces with every destruction (assumably also unions), they’re also a bit laggy.
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Holes are way too complex and creation of them is slow, perhaps have a detail/quality setting for them?
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There is no variety in size and shape of the holes created, they all have a star shape which also feels a little unrealistic.
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The debris pieces that spawn when destroying something could be client-side and have a collision group not to collide with the player to improve performance.
Perhaps also anchor them after a while of no interaction or despawn if there are too many.
They despawn after about 400 hundred being created.
I have thought about some of this stuff, and I am working on it!
Thank you!
It is quite laggy, and I think you should cleanup the code a bit as it’s quite unorganized. As I think some sort of pooling system would be great if it will be using that many clones as it can lead to a memory leak.
Yeah, I’m looking at AASubtractor for faster CSG and I’ll add a pooling system soon.
I updated the CSG, it currently makes square holes, but it uses AASubtractor and is by far faster for making holes! I’m adding the splitting physics right now.
Hmm… I don’t think this is supposed to happen.
That’s fixed with AASubtractor, which is what I’m using for faster holes.
It’s not uploaded yet!
Some of the lighting in the holes is not correct:
There is supposed to be a shadow there. Is this possibly a bug in Roblox’s CSG code?
It’s Roblox’s CSG. I switched to AASubtractor yesterday. A new update for this engine will be out in Friday
Yeah you gotta anchor them pieces after they fall or it’s lag city.
I FINALLY GOT FALLING PHYSICS TO WORK!
I’m working on the debris now
I still have one question.
Why should I consider this over :BreakJoints
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You’d still have to have it broken into parts to use the breakjoints function since there will be no joints to break without it being a flat piece of part.
I’m using that for fixing Velocity Destruction.
It’s so if the position changes at a certain speed or higher, it will use a for i,v in pairs() and v:BreakJoints().