Quote: "Ha! A GameCube controller! Were you guys playing Smash Brothers Brawl? "
We were playing on a Wii, and I cannot stand that game lol so boring… we played a lot of Mario Party though
Quote: "What are the wood cubes for? "
They are to strengthen the joints also there is no direct screw from the top side [it is a pain to do, and I need to be careful not to damage the 300+ year old floor lol] for the three central beams…
Quote: "Also that looks great Mr Val! you got to show us what it looks like when it is done! Also show us some pics after the event. "
Will do, I will not be working at either my shop or the town hall stall, I will be working at home on my apps and jumping between stores when they need more stock ^^ selling the shop in January hopefully though… will have had it over 18 months at that point…
Quote: "How do I bake the shadows? do you know off the top of your head? "
Umm, should be in the sample projects…
Quote: "I don't have a drawing order that I have set up. Did not even know you could do such a thing in DBP. So I would say it is at it's default. "
Umm you can decide if something is visible, say visibility grouping, so if the group of objects are not visible, they can be turned off, I think you can look at Dark Occlusions
Quote: "I do plain on doing something like the delay. I'm thinking maybe I will only update the AI every other loop or something like that. What has me thinking though is that it comes during very certain circumstances. For instance I loaded 30 AI on the scene at the same time with no lag. (with one local player). Yet having a Phase start and create AI at the same time (loading the AI that are specific to that phase) got really bad lag. "
Try creating a delay between loading functions, so create your terrain, wait or use Sleep 500 and then hit the next function, etc, and then enter a loop

to perform control calls and syncs
Quote: "I also plain on making the AI and other systems (like the function that checks if the shadows should be casted on players) only do certain checks once. And to only apply states once for sure. For instance the player shadow caster function applys the texture every loop. Plus as of now if the Ai is in an attack phase it will check if it can reach all the players every cycle. even after it sees it can attack. I will try to have it only check if that player is not already on it's list. "
Again, break the calls across a few hundred milliseconds per sync call for the shadow checks…
Quote: "Not to mention I'm going to only load the part of the world the player is in. I checked and the world I was using Is made up of like 2000 tiles. I have a feeling that once I cut it down to Just what the player can see (I estimate about 50 to 100) it will run a lot better. And of the tiles that will be loaded will now be instanced from source objects. (as of now they are cloned) "
If you are not porting this outside of DBP then Dark occlusions can be handy to cut out the time
Quote: "Dang writing that post made me realize how inefficient I am "
Consider that a positive

realising what you need to work on, is a virtue, some people never realise these factors and thus never improve on them...
Quote: "Also you better save me a peace of that cake you said you are gana bake. or else.... I'll call you naaaaaaaaames. "
What cake? I have no idea what you speak of