![]() Once you've pressed it, it takes 10~ seconds for the model to update for them. However, other people will NOT see your new until you press the upload button. In layman's terms: Once you load an avatar from local files, any changes to those local files will show in-game immedaitely, without even re-starting the game. All files hotswap once initially loaded, enabling extremely fast iteration time.If your texture maps correctly in Blockbench or whatever software you use for OBJ files, it will match in-game. Texture mapping with Models/OBJ Models match exactly as you'd expect.Animations/Particles are not yet supported. They work 1:1 with Blockbench, enabling easy comparison and creation. ![]() Models are simply blockbench projects.On top of both of these factors, lua scripting is multi-threaded, ensuring that the main game's FPS will never drop due to a script executing slowly (though framerate can still drop due to rendering) This ensures users cannot write malicious scripts. Similarly, Lua Scripts are incredibly sandboxed, not allowing for any systems beyond basic math libraries and executing very safely guarded Java code. Scripts run by non-trusted users are limited to a specific instruction count, ensuring that it is impossible for random users to destroy framerate using just "while true do end". Quads/Tris on mesh models are limited using the same system. Model parts are rendered according to the hierarchy, allowing creators to prioritize specific details over others. Model Complexity is limited on the fly.This means that someone with a lower-end PC can set avatars to render at less detail, while someone with a beast PC can set things to have practically no detail limit. Each user can decide on the performance settings for everyone they see individually.This allows for full creative freedom for creators, and safe viewing for everyone else. ![]() The file size limit is the only real limit on creations, everything else is determined by a user's personal settings, which can always be turned off, or on.
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