Thank you for feedback!
Unfortunately Godot web performance is really bad and limited to 1 thread. And even this 1 thread in web works x2 slower than natively.
I admit that some in-game situations are magnitude more cpu-intensive than needed (like when many objects collide or asteroids get complex collision shapes after mining). I definitely need to improve it. But it should not fire too often and affect overall gameplay, just some cases that you usually encounter with time or intentionally.
If you don't mind, could you share your hardware configuration, monitor resolution and refresh rate and browser? I played game in Chrome/Firefox, on Intel 6100U (FHD, 30FPS max, can't handle intensive scenes), AMD 5600H (FHD, 144FPS, no issues) and Apple M1 (4K, 120FPS, no issues).
Maybe, there is something related to VSync causing glitches that I just can't reproduce due to lack of hardware to try.
Thank you again, it will be very useful if you provide me with additional info.
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Thank you for info! I will check how can I optimize overall performance.
Probably I missed something heavy but useless or at leas will be able to improve to playable grade.
P.S. Sorry for misleading "CPU Utilization=high", it's actually physics FPS, low=30, high=60. Low may be more stable in this case, but still - I need to fix overall performance, now I see that even main menu on intel 6200U is 50FPS which is BS level of optimization. My bad.
Patched it to 1.0.1.
My tests show about x1.5 overall performance boost.
Also changed physics setting to be more straight - it's 30/60/120 physics frames per second. Less frames - less CPU demand and more stable, but less smooth result.
You can tune it to match your hardware.
Some drops during mining deep holes in large asteroids are expected. To address it I need to rewrite whole destruction system, so this will take more time. Beyound that, game is playable (played in 30 FPS on i3-6200U in energy saving mode till end)
Thank you, hope you will enjoy Shards of Minor Planets!