Further testing with leadwerks. I've got to be doing something wrong here.
If you press "E" you will create instances of an enemy object, they will be positioned at the T pose character models. There is also a 3rd character with an Actor that is used as the starting template to be Instanced from. There's absolutely no code inside these Actors and yet 6 barely objects in and the performance Tanks. I was looking to spawn anywehre betyween 15- 30 of these
Would anyone mind taking a look? I've removed pretty much all objects, effects and anything that could possibly cause this. Some forum posts did say they that for repeated objects you should Instance them, which is what I did.
GTX 750, Core 2 Quad Q8300. 8GB of RAM. Any other project test I've done in leadwerks, so far ran like butter. But this one, that involves Actors is severely laggy. I've got to be doing something wrong with handling actor instances.
PS: This is a C++ Project so make sure yo Consult the Visual Studio Solution.
EDIT: I have uploaded an updated project (Overrun_2). I speculated that the tanking performance could be due to the collision objects getting stuck inside one another and the collision solver is getting overloaded. So I've added a little offset to make sure NO instances are created inside one another or inside the dummy placeholder mesh. Unfortunately still the same results are observed.
Overrun.zipOverrun_2.zip
2019-06-26 14-43-25.mp4