I tried the game with 50 spheres instead of .b3d models and that didn't helped so that make me think it (possibly) couldn't be just the model format. And guess what:
I FOUND DA BUG :D
big thanks to all of you who had taken time to help me out with this. Listen to this.
I realized that I had a code that created sprite lines in my createNewPlayer function:
and because I hadn't listened to myself - heh - I hadn't added that one IF line
Now when I added this line (so that only YOUR player creates the sprite lines) the FPS rate got back to normal.
Well, you can imagine: you have 1 player with about 250 sprite lines -> 50 player makes 5000 sprite lines (surfaces...) which is quite a lot to handle. And because I only need the sprites added to PLAYER character the surface count affect was dramatic when I removed those extra sprites (even when the sprites were not rendered - but they were taken into UpdateWorld or something what is happening in blitz engine.)
So - big thanks for you all with this brainstorming, you have been great help.
I FOUND DA BUG :D
big thanks to all of you who had taken time to help me out with this. Listen to this.
I realized that I had a code that created sprite lines in my createNewPlayer function:
!!!add here identification for PLAYER ID = CURRENT ID (so that sprites are made for own player only) For i=0 To 256 f\linkerSprite[i] = CreateSprite() : EntityColor f\linkerSprite[i], 20, 250, 20 : SpriteViewMode f\linkerSprite[i], 2 : EntityAlpha f\linkerSprite[i],0 : EntityOrder f\linkerSprite[i], -1 f\linkerFlag[i] = 0 Next
and because I hadn't listened to myself - heh - I hadn't added that one IF line
If (f\id = g_player_id)
Now when I added this line (so that only YOUR player creates the sprite lines) the FPS rate got back to normal.
Well, you can imagine: you have 1 player with about 250 sprite lines -> 50 player makes 5000 sprite lines (surfaces...) which is quite a lot to handle. And because I only need the sprites added to PLAYER character the surface count affect was dramatic when I removed those extra sprites (even when the sprites were not rendered - but they were taken into UpdateWorld or something what is happening in blitz engine.)
So - big thanks for you all with this brainstorming, you have been great help.