I’m bad at SI units lol, just realised 10 ms is over half a frame at 60fps. It’s definitely faster than that, I can do tons of them per frame without any noticeable drop in performance
edit: yup I’m a dummy, it actually takes 0.07 ms on average, it rises by about 0.02 ms if you’re looking through tons of targetable blocks with small AABBs (measured based on the raycasting code used to find the block you’re pointing at, for context)
edit 2: to answer your ‘edge cases’ question, some block models like plants can end up giving ambiguous results for things such as normal direction, because plant models are made of two planes angled exactly at 45°, so the normal would end up exactly between two cardinal directions, leading to inconsistent behaviour. It also didn’t play nice with some other blocks like water, which is rendered specially to remove invisible blocks and so it would be impossible to target water while submerged, for example. This would make things like buckets impossible to implement down the line, but also led to tons of inconsistencies in the block placing code to deal with the physical water model not lining up with the water blocks in the world data.
If I tried hard enough, I could get it to work, but at that point it’d be so complex and overengineered that this more specialised solution would make more sense anyway ¯_(ツ)_/¯
Thanks, i’ve tried to give my game a different atmosphere from the other obbys game, in general, the obby i’m working at is a attempt at giving new experiences that are not “Pick a path” or “Going inside a copyrighted character”. The level in that screenshot is a level where the player needs to use a sword to jump.
Car feels too jumpy, and camera seems a tad bit overly done, also doesn’t follow the angle of the car when using the ramp… It should look a tad bit up or down depending on the angle imo.
I’m just started development on a game that currently doesn’t even have a name.
Its gonna be like Super Paper Mario, but you have a bunch of sections of streets, and the camera will be in 2.5D for it. You will have an apartment that you can upgrade and decorate, and there will be shops Now that I think about it, I could have the players own their own store and have that be the first floor of their apartments. that players will be able to enter and buy ingredients for recipes, and collectible cards. Still not sure what the cards should be exactly. There will also be levels with monsters (The levels will be in normal 3D) that you need a sword to defeat. You will be able to buy blueprints for your sword and forge it yourself. I like to think this is a good idea because it will hopefully keep the player engaged for awhile.
I decided to open-source an old project today.
Why?
The project was getting old, and I wasn’t that motivated to continue working on the project.
So, I decided to open-source my old game.
Here’s the game if you are interested in it: (OPEN-SOURCE) fighting game - Roblox