NaN {l Wrote}:Looking at the code, you should be able to enable physics debug drawing by pressing 'L' key. It will draw collision shape wireframes and contact points.
Thank you for that. I have looked at the collision meshes in-game. They aren't complex; ridiculously simple for characters actually. They're often just some simple 'hedron surrounding the character. However, some enemies such as Biting Bark and Stone Imp have multiple overlapping collision bodies. I would imagine this would cause problems; wouldn't it?
GunChleoc {l Wrote}:[Slow performance when running under Valgrind] is normal, because Valgrind itself uses up a lot of performance, slowing down your machine.
Is the overhead from Valgrind proportional to the program that I'm running under it?
charlie {l Wrote}:Liam32: I would post in the Showcase & Collaboration. Post a thread asking for programmers and artists, give some background and some information on your own goals with the project. Call it "Lips of Suna Revival" or something to that effect.
I already posted this in that forum, but no replies. However, I didn't really share my vision of the project's future, said nothing but what I want done in the short term. I guess I didn't make it too exciting.
My mind is full of ideas of what Lips of Suna should become, but I need more help than I'm getting to achieve that.
I would kill for another active contributor to work with that was more skilled at programming than me. (Don't take that one literally).
There are some simpler, short-term goals that I've already talked about that involve little changes to the existing codebase.
But if I had people working with me, I would rather do a big overhaul of the codebase. I would switch to a different engine, and have the lua codebase rewritten in a different language and a cleaner coding style. This would make contributions easier once done, but I would need far more help than I'm getting to get there.