New Member
💻 Oldtimer
- Joined
- May 15, 2002
- Messages
- 2,675
- Best answers
- 0
not sure whether this goes into coding as it is not a esf code question, mapping, off topic, so i decided to post here
is it possible to have lagless water in half life? where it doesnt tremendously eat your fps if theres a large amount? i remember the esf island map by stryker wasn't at all very laggy... is there a way to code it in so that it doesnt lag? or any mapping techniques to seriously reduce it?
is it possible to have lagless water in half life? where it doesnt tremendously eat your fps if theres a large amount? i remember the esf island map by stryker wasn't at all very laggy... is there a way to code it in so that it doesnt lag? or any mapping techniques to seriously reduce it?