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Simulation

A topic by xxxLEOPARDxxx created Mar 17, 2021 Views: 193
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We made a simulation of the PGG characters on the global map so that they could swim between the islands, instead of the usual teleport.

Because We have a lot of 75 of them, then at the moment of transition from the global map to the sea, we have a noticeable lag, all 75 characters move.

We tried to load them dynamically via time_events.c. But there, each PGG creates a microlag when loaded, which is not very pleasant to feel.

How can you optimize this at the engine level? Or should we revise and rewrite the method?