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1. Collision and physics:
There is always a heap of advice about improving performance in FPSC from keeping entity's low poly to making dynamic entity's static and turning off physics etc,
some have their own methods and preferred ways of reducing the weight on the engine.
One very important and necessary factor always seems to be overlooked......physics collision.
I only ever see two settings being used again and again, box or poly.
There are actually other collision settings which can be used to reduce the calculations required for physics in FPSC.
Unless you really need to get under that table to find something its always best to use box collision on static immobile objects, the player wont notice that the round table has a box around it,
nor will they notice that the car they just jumped up on is using a reduced collision envelope.
There are five collision settings you can use:
0 = Box
1 = Poly
2 = Reduced
3 = Cylinder
4 = Sphere
Always take the time to think about how you want the player to react with objects in your level, you really dont need poly collision on everything in your game and using reduced will often be enough for any complex static object.
When you have hundreds of objects in your level design and reduce the collision on these the engine has less to calculate in real time and your frame rate will benefit greatly.
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;End of Script
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