Thanks, honesty auto-drill should’ve been in the game I just didn’t think of it. Yeah lag, uh I did my best to optimize, I learned to use multimesh instance 2Ds, and I also had to make a custom sound effects setup so that we can have directional audio + lower the amount of audio stream players in game at once. Turns out just playing thousands of sfx can really lag the game. As in 17ms/frame lag. This is one of the first times I finished the game and took time optimizing it. Especially web optimization. You do NOT wanna see it before I optimized…
Ah cool, no sweat. But also I wanted to share my cool audio solution. Basically if you only play sounds from one audiostream player with a big polyphony then it sounds flat because there’s no dorectional audio. But if you play it where each node has it’s own player, it lags. so what I did is make a grid of audiostream players I think it was 5x7 then whenever a rock breaks I map its break sound to the closest streamplayer. That way I have the best of both worlds with a middle ground. Each stream player as a polyphony of like 50 I think? Either way arbitrary number. Though I did crash someone’s 8GB of ram mac sooooo. maybe I should’ve gone for less.