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Thread: A better way to make gibs with physics?

  1. #11
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
    Fusion 2.5 (Steam)
    schrodinger's Avatar
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    I think it's better to keep object count as low as possible to avoid weighting the runtime,
    and keeping object limit low also should tell Fusion not to keep more "room" available, where it could better avoid to

  2. #12
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    i did raise it... the problem is, the game just starts messing up with collisions after a lot of pinball movement objects or a lot of static physics objects are made... in fact its well under 500 objects by the end of the level, and the limit is 1000...

  3. #13
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    I would honestly love to push fusion to the max where it slows down because it has way too much stuff lol :P but, it doesn't do that, it just keeps running at 60 fps and some things dont work anymore

  4. #14
    Clicker

    Fusion 2.5Android Export Module

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    Are you using pinball movement for the gibs? If so... why?

    You can easily program your own gravity. If you need help I'll post a MFA if someone doesn't beat me to it.

  5. #15
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    I have my own gravity for the ai. I just don't understand it very well. Fidgeting with it for hours, to get the gibs to fall not at a slow rate was not fun.

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