So, I had a discussion with another fellow game developer by the name of High Toxicity, making games for fun like myself, and it also appears that the engine is running off the DarkBasic coding format from the 90's-early 2000's?
This individual in particular was able to find references to the DarkBasic coding format in the GitHub source code files, of which I am also able to confirm, as I was able to find a few references to a "Dark AI Integration" as well as some other I don't have time to mention, with the current source code build available on GitHub in the developer notes, and a few other parts. I also was able to find out that the DX11 update from a few months back with its additions of Godrays, normal mapping, and other uncompressed lighting techniques seem to tank the performance of larger maps in particular?
Ones, such as my own from RPLODS, and others like: Morning Mountain Stroll, The Big Escape, and Get to the River, for example have been suffering from serious performance issues as of late on my end while I've been making the game with a few of them. And granted, I was able to find other ways of improving performance by practically neutering their graphical fidelity on my AMD R5 integrated/RX 560 Switchable GPU cards, but apparently these seem to be parts of another issue altogether, mainly having to do with the base structure of the code language itself only being optimizable to a certain extent.
I've also dealt with an egregious amount of entity placement lag in the editor itself throughout the entire process of making most, if not all, levels for my upcoming project, RPLODS. The cutscenes seem to have been broken by the DX11 update. And the main menus of the game appear to be very unpredictably unstable at many various times.
Here's a few solutions (In my opinion):
1. Roll back the GameGuru engine to its DX9 counterpart until a suitable build of the DX11 version can be built, and improved upon performance-wise, as the GitHub source code developer notes "GG Testing Plan" first state underneath The Installation section: "1. First ensure your test environment is backed up to protect against catastrophic failure". So, I'd naturally assume that extends to all of the talented GameGuru developers have a backup copy of their DX9 engine varient stored somewhere?
2. Add a dedicated menu editor inside of the GameGuru program, like the one featured in FPSCx9, for instance. This would not only improve the actual performance of the main menu, (which does seem to be a bit unstable during loading screens in particular) but the user's effciency of the ability to make these menus to begin with.
3. Optimize Entity placement lag. I'm not sure exactly how to fix this issue in particular, but I'm sure that it is more than do-able (maybe use a slightly lower poly model while in the placement mode?)
4. Fix the cutscenes with the DX9 rollback. The DX11 update seems to have completely broken the cutscenes, no longer do they just require the .mp4 file alone to play, but they now require a .mp4 file, and a separate .ogg audio file too (which does seem to be very out of sync with the video in the cutscene at most times).
5. Compress the shader maps to improve performance across the board. The uncompressed shaders seem to even hinder the performance of beefier rigs, like ones using NVidia GTX 1080ti's and upward getting about 30 or so FPS on high settings, and 40-45 FPS on lower settings.
If these things can be addressed and fixed in a timely manner, then it would be greatly appreciated by myself, and many other members of the community.
Thanks,
-PCVeteran