Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

cool! im using raycast for player and enemies to get the floors z. it went from a laggy 20 enemies to no lag 100+ enemies. 

Great! Would be great to see an example of how you are using it.

(7 edits)

like this, im using 8 direction instead of physics, moving green with arrow keys and blue wasd, this is 160 objects at 65% cpu for my pc, its my limit before i lag so maybe 80 is a good limit. theres prolly better ways. but its fine my game wont have so many enemies and slopes to raycast with, and flat ground i can turn off raycast
https://www.mediafire.com/file/75kh85qdyix8/1212313.c3p/file

Thanks for the example. Soon I will enable better raycast batching by default, but in your example change your raycast ACE tag to "-batch" and change the raycast result trigger ACE to also use "-batch" this will improve your raycast processing further.

ok will try thnx! also i think cast shapes might not be working correctly. in foozles 3d platformer example it isnt working