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Good day, I recently noticed something peculiar about how the game runs: specifically, when the deck length exceeded 35 blocks (I hope I’m expressing this correctly), and I accelerated beyond 200 m/s using boosters, the frame rate would plummet to 2–3 fps. This might just be how the game runs on low-end hardware, but I decided to share this observation.

it is common unfortunately, the engine has an issue with moving colliders at higher speeds, I am prototyping a custom physics engine that doesn't have this issue. 
In the meantime try to reduce the number of colliders (the cockpit has a lot of colliders for buttons), especially blocks that have an outside part like gatlings, boosters or rcs

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I guess I’ll never quite make it to a dreadnought... In short, I’ve equipped the ship with 4 boosters, about 30 RCS units, around 24 mega missile launchers, and 6 mega gatling guns.

Perhaps the ship's size matters, since I was previously satisfied with a Heavy Cruiser and it was relatively comfortable. But after expanding the hull and increasing the armament to Battlecruiser level, these issues have emerged.

UPD: It was strange, however, to decide to install two additional pairs of boosters. Removing them resolved the issue. Without your explanation, I wouldn’t have realized that this was the key to the problem...

Thank you for your reply!

You are welcome. It was the boosters? I usually have a small ship with 64 boosters and cruise at 4km/s in the early game without issues before I can upgrade to mega boosters. I guess my speed threshold after which the fps drops is a bit higher.

Yes. Before that, I redesigned the ship, and it turned out to be a massive vessel. To accelerate it, I built an additional 8 pairs of boosters (I made a mistake about the number in my previous post): 4 pairs for forward movement and 4 for reverse. Then I started experiencing lag during acceleration with the boosters, which I tried to fix by reverting to the ship’s previous design, though I kept the number of boosters the same. But the problem I described earlier seems to be solved.