# Blocky Universe

**URL:** <https://forum.defold.com/t/blocky-universe/75071>\
**Category:** Showcases\
**Created:** [November 25, 2023, 8:21am UTC](https://forum.defold.com/t/blocky-universe/75071 "2023-11-25T08:21:19Z")\
**Posts on this page:** 1\
**Showing post:** 6

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**Author:** ![d954mas](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/d954mas/32/5401_2.png) [@d954mas](https://forum.defold.com/u/d954mas)\
**Post date:** [November 25, 2023, 8:35am UTC](https://forum.defold.com/t/blocky-universe/75071/6 "2023-11-25T08:35:01Z")

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I have some issues that i liked you to fix. So i show them again)  
Please look at them, if you fixed them it will make me happy and games better)

**1)[Profiler currently disabled in the HTML5 build](https://github.com/defold/defold/issues/6710)**  
New profiler is cool, but we need profiler in web to make performance games.

**2)[Frustum culling call when it not needed](https://github.com/defold/defold/issues/8088)**  
Frustim culling can be better.

**3)Change and get shape sizes, positions in runtime. You show this feature in [roadmap](https://forum.defold.com/t/teaser-fridays-and-roadmap-talks/2803/207)**

**4)[Gpu skinning](https://github.com/defold/defold/issues/3691)**  
Low priority for me.Defold Mesh Binary can be used as workaround.

**5)[Render batch world for multiple render of same objects](https://github.com/defold/defold/issues/3691)**

```lua
SKINNING ANIMATION
1)81 enemy no shadow
render batch world:6.500-7.000
2)81 enemy shadow
render batch world:12.500-13.500

NO SKELET
3)81 enemy no shadow
render batch world:2.500-3.000
4)81 enemy shadow
render batch world:5.500-6.800

```

Looks like render batch world make same work twice when draw shadow.RenderBatchWorld do same work for every draw. For example when i draw same model multiple times per frame. Mb you can add some kind of cache?

RenderBatchWorld call for every model.

> <https://github.com/defold/defold/blob/29ec30773ec3f5ad8d44ddc7fddf1fbdd2d0ac77/engine/gamesys/src/gamesys/components/comp_model.cpp#L691>

Model go in rig and cound array of vertices

> <https://github.com/defold/defold/blob/29ec30773ec3f5ad8d44ddc7fddf1fbdd2d0ac77/engine/gamesys/src/gamesys/components/comp_model.cpp#L749C33-L749C51>

Here you count matrices use 4 bones.

> <https://github.com/defold/defold/blob/29ec30773ec3f5ad8d44ddc7fddf1fbdd2d0ac77/engine/rig/src/rig.cpp#L911>

**6)Editor performance and usability for 3d scenes.**  
For now editor is slow if scene is big. Also big in my cases is like my world in game with 4 areas and hundread of objects. So for now i use blender because it hard to make 3d scene in editor.  
[https://github.com/defold/defold/issues/7679](https://github.com/defold/defold/issues/7679)  
Is wasd camera movement already in editor?

> [@Teaser Fridays and Roadmap talks](https://forum.defold.com/t/teaser-fridays-and-roadmap-talks/2803/201):
>
> Here’s another teaser for WASD camera movement that I’ve been fiddling with today: Very early work, but something like this would be nice for previewing 3D content!

**7)[Store the meta data within the .buffer format](https://github.com/defold/defold/issues/7282)**  
Need it for aabb for meshes

**8)[Debug draw native api](https://github.com/defold/defold/issues/8264)**  
In this game i use draw\_line for some chunks debug and pathfinding debug.

> [@ReactPhysics3D native extension](https://forum.defold.com/t/reactphysics3d-native-extension/72544/17):
>
> I think we need a new API for this kind of thing. There’s an increasing amount of extensions that have a need to draw debug info at runtime.

> [@ReactPhysics3D native extension](https://forum.defold.com/t/reactphysics3d-native-extension/72544/17):
>
> I think we need a new API for this kind of thing. There’s an increasing amount of extensions that have a need to draw debug info at runtime.

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