How to rotate some entity model each time we press a key ?
I did not find tutorials and tried that but it doesn't worked :
![Image](https://s1.postimg.org/1yv7v4kw73/graph.jpg)
Also how is performance with visual scripting ? Lot behind Lua coding ?
Four presets were made for each test. Each preset was scripted to make a cube shape rotate by:
1) action rotate
2) Lua entity.turn(...) in the micro script update loop
3) micro graph containing a rotate module.
4) control just a cube!
A simple scene script was then used to spawn the cube preset in an array of x=30 x z=30. So we had a screen full of 900 rotating cube and checked on the metrics, the results are as follows.
1) Action: 330 frames per second
2) Lua: 135 frames per second
3) Micrograph: 230 frames per second
4) Control: 440 frames per second
So the new visual module system will give better performance than Lua and be more friendly to use. Still it is best to have developed systems in actions where can be. It does make a good argument for a Skyline SDK at some point. I am now wondering what the performance hit would be from c# mono, maybe something to check out at another time?
So for most cases full game systems should be created dev side as actions, but where user customization is require the module system is the best bet.
epsilonion wrote:The only docs on it thus far is the one I started like ages ago but never got around to populating it..
* rotate and move objects by frame
* Physic force on object like rolling ball control
* collision handling and event examples
* character movement and animations control
* top down camera and character
* Fps camera example
* basic Tps camera and character
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