<a href='http://playrust.com/friday-devblog-16/'><img src='http://files.facepunch.com/garry/2014/July/11/2014-07-11_19-24-49.jpg'></a> Has it been a week already? Man, this week has really flown! Here's what's kept us busy.
It gets worse.
I am trying to work out if we're being dumb about the building system. Whether it should be block based or something. Trying to think it through more before we fully commit.. that's why everything is programmer art so far.
It obviously makes for some pretty unrealistic situations, and would probably end up in us having to add some kind of building stability stuff. But to be honest we're probably going to have to add that anyway at some point.
After:
It's worth keeping in mind here that we might not have the same amount of items lying around at the end of this graph - but at the start it's exactly the same situation. And I'm seeing a nearly 100mb difference in Unity's memory usage. Yikes!
Also we had a few situations where we were using InvokeRepeating to call functions every second etc (which seems like it'd be a slow way to do it, but it isn't). When we had multiple ones of these running they would eventually bunch up so they'd all be called on the same frame, which could cause a tiny < 50ms hitch. We fixed this by varying the repeat time on each one by about 1% - which meant that if they all managed to get bunched up, they would un-bunch automatically over time.