Jorns2 Posted October 7, 2019 Posted October 7, 2019 Hi, i use c++ and when player collides with physical objects (i have some boxes on map (20-30) fps drop to 2-4 ms and lags. If player collides only with terrain everything is ok. I have noticed when game starts after compiling code on start lags and after 2-3 seconds fps go to 60. And after collision with physical objects drop fps again. Where is the problem. Here is some code: #include "Leadwerks.h" using namespace Leadwerks; Entity* player; const int playerAngleModifier = 3; int playerAngle=0; int playerMovement = 0; int playerMovementSpeed = 7; void ListEntities(Entity* entity, Object* extra) { if (entity->GetKeyValue("type") == "player") { System::Print(entity->GetKeyValue("type")); player = entity; } } int main(int argc, const char *argv[]) { Leadwerks::Window* window = Leadwerks::Window::Create("TEST", 0, 0, 1366, 768, Leadwerks::Window::Fullscreen); Context* context = Context::Create(window); World* world = World::Create(); Map::Load("Maps/Prva mapa.map", ListEntities); Camera* camera = Camera::Create(); camera->SetPosition(player->GetPosition()+Vec3(0,15,0)); camera->SetRotation(90, 0, 0); camera->SetFOV(45); Listener::Create(player); while (true) { if (window->Closed() || window->KeyDown(Key::Escape)) return false; if (window->KeyDown(Key::Up)) { playerMovement = playerMovementSpeed - (playerMovementSpeed * 2); } else if (window->KeyDown(Key::Down)) { playerMovement = playerMovementSpeed; } if (window->KeyDown(Key::Left)) { playerAngle = playerAngle - playerAngleModifier; } else if (window->KeyDown(Key::Right)) { playerAngle = playerAngle + playerAngleModifier; } player->SetRotation(0, playerAngle, 0); player->SetInput(playerAngle, playerMovement, 0); camera->SetPosition(player->GetPosition() + Vec3(0, 15, 0)); playerMovement = 0; Leadwerks::Time::Update(); world->Update(1); world->Render(); float text = Math::Round(Time::UPS()); context->SetBlendMode(Blend::Alpha); context->DrawText( "FPS:" + std::to_string(text), 2, 10); context->Sync(true); } return 0; } Quote
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