Created materials for each variety of ore, as well as a few extras I
guess. Also added CubeAllocator. Not currently using it, but it should be
functional. I'll be adding that functionality next, so incoming update on
the way.
Well, pooling is basically implemented (sans a couple bugs that would need
to be worked out long term), but there is still a very noticeable lag
during game play. I'm pretty much out of ideas at this point - no clue how
to move all these blocks when necessary. :(
Learned a few things: reparenting is slow, and also I wasn't really
despawning them from rooms. Much nicer behavior now. Still unacceptably
laggy. I'll continue grinding away at it...
All of the maze outside of cubes is now generated in advance. This means
substantially less (ie nothing) needs to be instantiated at runtime,
outside of boss enemies. This is very good for performance - very
noticable boost.
Refactored corners to only generate outer layer of cubes. Another fairly
sizable speedup, but there's still a pretty noticable delay. If I
implemented multi-frame update calls, it would probably work at this
point, but I'd still rather poke a little further - that code will be an
absolute nightmare to get functioning correctly. :\
merged.