From bac78baa6228caf837837a708c072ebafc5f8edf Mon Sep 17 00:00:00 2001 From: Schaken Date: Tue, 21 Jan 2025 21:32:53 -0500 Subject: [PATCH] Update RoadMap --- RoadMap.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/RoadMap.md b/RoadMap.md index 47a3571..2819132 100644 --- a/RoadMap.md +++ b/RoadMap.md @@ -1,11 +1,11 @@ This is the official Road Map: Things I plan to do still. -+ Make Mesh Colliders work ++ **Make Mesh Colliders work** > Right now it is VERY unoptimized. I basically grab ALL vertices and triangles of every mesh that is listed and put it in as one object, then have a float to tell where each mesh starts at which Vertice to tell them apart. In theory it should work, but it is the same as having X amount of Plane Colliders, so it is expensive to have and should not be used if at all possible, but I still want to have the feature. -+ Reduce the load in the Update function ++ **Reduce the load in the Update function** > One thing I did was making the sub mesh. The sub mesh helped in the amount of which is being sent to the CPU and back, however I really want to work on reducing the number of calls to the GPU in general. Maybe make a class of settings for example and just send the entire class, rather than making a call for each setting individually. In fact that is something I need to see if will work, if so I bet that would help alot. -+ Check to see if my workflow will operate while using Jobs or even Burst. ++ **Check to see if my workflow will operate while using Jobs or even Burst.** > It is VERY important that all functionality stays, and one of the things I require is the late initialization feature, this allows people to equip and remove items and initialize it once it is on and colliders loaded for example. A bit issue with MagicaCloth2, which is why I made this actually. By using Burst and/or Jobs, it will optimize the calls being made and reduce the load, which is the goal here.