1 month ago

Android port was a bust

But I've used it as an opportunity to make the pc version better


Even after disabling tick events, removing destructible, reducing draw distance, converting ai pathing and other controls to C++, it ran like shit


I was able to reduce time complexities in bp, ticks n stuff just by moving things to C++.


World Tick Time

From 77.88ms to 46.51ms


Tick Time

From 69.65ms to 43.23ms


Update Overlaps Time

From 20.20ms to 11.96ms


Perform Overlap Query Time

From 16.81ms to 10.66ms


Blueprint Time

From 12.91ms to 1.65ms


Initial stat table

screenshot_20241218-013352_vehiclechase_compressed4830005168473583028.jpg


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Navigation Invokers and Blockers were causing high lag spikes every second

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Happy #WIPWednesday!

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Working on Survival Mode

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

Patch v1.4 - Linux Release, Survival Mode & Major Changes

Refined Vehicle Air Control

Pitch, Yaw and Roll have all been reworked,

and moved to C++

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I was able to get the navigation build time during initial load down to like 3 seconds.

The game runs much smoother now - part of the problem was my approach to finding path for chasing player, alongside navigation invokers