Thanks for the replies!
the problem is, nothing in that scene is unnecesairy. it's the exterior model of the ship with only the boatdeck grand staircase inserted.
The exact same model without the GSC is added to the dock scene. so this very complex model plus the city should run far more slower with all of those NPC's instead of only the exterior with the GSC model and only 1 npc.
and the GSC model does not have that many polygons. at least not enough to make impact on the CPU usage.
Maybe what Matteo says is right, it could be a endless loop. your video explains very well that the game should be capable of showing many NPC's (I like that video btw <img src="/wp-content/uploads/invision_emoticons/tongue.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/tongue@2x.png 2x" width="20" height="20"> )
This is the script I gave the captain:
To see if it was the script causing it, I deleted it and tested the game.
FPS with the captain still alive:
Tragedy happened:
FPS with the captain dead:
the problem is, nothing in that scene is unnecesairy. it's the exterior model of the ship with only the boatdeck grand staircase inserted.
The exact same model without the GSC is added to the dock scene. so this very complex model plus the city should run far more slower with all of those NPC's instead of only the exterior with the GSC model and only 1 npc.
and the GSC model does not have that many polygons. at least not enough to make impact on the CPU usage.
Maybe what Matteo says is right, it could be a endless loop. your video explains very well that the game should be capable of showing many NPC's (I like that video btw <img src="/wp-content/uploads/invision_emoticons/tongue.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/tongue@2x.png 2x" width="20" height="20"> )
This is the script I gave the captain:
To see if it was the script causing it, I deleted it and tested the game.
FPS with the captain still alive:
Tragedy happened:
FPS with the captain dead: