Too Many Apples

I needed a break from the lounge, so I decided to work on some props and stress test the prop system for performance. In the immortal words of Let’s Game It Out; “Is there a limit?” “One way to find out!”

I designed the prop system to allow for as many physics objects on the ship as possible, because in VR especially you’re going to want to pick things up. Nothing breaks immersion like small objects being welded in place. Plus, I want people to be able to decorate their crew quarters by simply picking things up and plonking them down wherever they want.

There are at least 200 crew quarters on the ship, and probably a good 50+ other rooms, so if we say an average of 20 physics objects per room we’re already up to 5000 props on the ship at a bare minimum. So after some clever optimisation let’s see how many we can spawn at once…

20k… not bad! My performance tanked to 10-12fps, but that’s fine because they’re not all going to be in one room during normal gameplay. Or will they? I guess that depends on who’s playing tongue-out Switching to melons really helped to fill the space:

I also tried using less-strict physics restrictions on the props, which resulted in fluid-like behaviour from the apples laughing

The performance was nowhere near as good though (as expected), with 10k or so objects running physics tanking performance down to around 5fps or so.

I also had a go at making a wine bottle with self-leveling liquid inside. It’s not perfect, but I’m quite pleased with it for a first attempt wink

And then finally I set about re-doing the ceiling and floor in the A Deck main corridor. I was never happy with the wavy ceiling, and I think this will work a lot better in the long run:

I’ll get this finished today hopefully. I was a little further along with the carpet trim, but my PC blue-screened so I went to bed tongue-out

I think this design fits the overall aesthetic of A Deck a lot better, and I’ll make a wavy lighting fixture for the ceiling that will be symbolic of the Milky Way smile