MFL FighterZ 3 finally gets a long awaited overhaul on its blood physics. Previously, when playing on even the lightest maps such as the Blood Moon, the game would struggle and would have really bad frame drops when simulating blood.
Thanks to @Romadillo 's new physics engine we can calculate up to 20 times more blood instances. This new engine is also way more flexible than the previous blood code and it opened new gates of opportunities such as gibs, finishers, dynamic stage events and attacks as well as improved animations.
Sadly the new engine isnt perfect either as it still has impact on performance on heavier maps such as "Frostbite" which is a new addition. Although the same amount of blood simulated on the old engine would instantly crash the browser in that map. It is still an impressive improvement.
Also to make things clear, this physics engine is seperate from the game's main engine. MFL3 still runs on my Dragon Engine which handles everything from character physics to visual effects and the camera. @Romadillo 's engine is great at simulating multiple scattering and bouncing objects where mine fails.
MFL FighterZ 3's demo release will be updated soon. Once it does, please give me more feedback on how the new simulations perform in your computer. For reference my setup would be considered quite weak with a GTX960M and an Intel i7 67000. I wish to know how well the new physics engine performs on even lower and stronger computers. I will set the new default map to Frostbite for the maximum stress possible.
I want to thank @Romadillo once again for allowing me to use his physics engine. Give the guy a follow, welcome him to the D7 community. You can also check his scratch account here.
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