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- MODS IN MULTIPLAYER SCRAP MECHANIC WORKSHOP FULL
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Good game development still takes a lot of time.
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However, we are working on pretty big updates so it still doesn't mean that they will be dropping at a very fast rate. But we are now at a stage where we are really happy with our tools and development is going a lot faster compared to before Survival's release. During development, we have been working on a Scrap Mechanic and our own game engine at the same time. It ended up limiting us a lot during development, so we decided to make our own.
MODS IN MULTIPLAYER SCRAP MECHANIC WORKSHOP FREE
So we decided to make the game in a free engine, called Ogre Engine.
MODS IN MULTIPLAYER SCRAP MECHANIC WORKSHOP LICENSE
This might sound like a crazy long time, but when we started working on Scrap Mechanic, game engines like Unity were mainly used for mobile games and Unreal Engine's license cost was too high for us at the time. Q: When will you finally finish the game? It's been a year since Survival released and not even the second chapter is out holy crap!Ī: Great question! Scrap Mechanic has been in development since late 2011 when we started and released on Steam in 2016. We know that many players would love us to dig into this and we hear you loud and clear. The good news is that there are things we can still do to make it better! The bad news is that it will slow down development on other parts of the game. After that, we will most likely dig into this and see what we can do to push back the lag. Our priority now is to finish the next chapter. This is, however, a process that would take a lot of time to implement and would most likely slow down other content updates. The way we could fix this as we move forward would be by digging into bullet physics and seeing if we could make less important physics calculations run less expensive calculations instead of having them all running on the same level as it is now. When a complex creation merges with another complex creation through a collision, that's when the lag can kick in. This makes collision checks expensive, especially on complex creations with a lot of bearings and suspensions. At the moment, all of these are taken into account at the same level of quality as when calculating the responses for each rigid composition of parts. The main issue right now is calculating the responses from constraints like the bearings and suspensions as well as from collisions. Bullet Physics is an external, open-source physics engine that does all the physics calculations in Scrap Mechanic. But physics is running on a physics engine called Bullet Physics.
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This is great since it gives us full control over a lot of things. Scrap Mechanic is a game that runs on our own game engine. But since the beginning, we have been determined to grab the bull by the horns and stick to this path to create something unique and interesting. So it's a game that can always be improved and optimized.
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At the same time, the game has physics and multiplayer as well. First, it's important to say that Scrap Mechanic is a very difficult game to make. So we are glad it was brought up here, so we can try and give a longer and more in-depth response. Q: Why is Scrap Mechanic lagging sometimes? Are you planning on fixing the lag when 2 large creations touch?Ī: We had an issue answering this question since it's pretty complex and hard to explain in depth without getting too technical.