Some bad news I’m afraid. I’ve been making a lot of progress recently and I’ve started to do some testing on the XBOX 360 again.
To my dismay, it turns out that I’m experiencing a lot of lag after just a minute or so of gameplay. I was afraid that I would have to work through my graphics pipeline again, but that shouldn’t degrade over time.
I started profiling my code and after some work I realized that the graphics pipeline was working well within its limits but I found another spike that I hadn’t seen before. The physics engine was performing extremely badly once the number of enemies (and thus collision volumes) went somewhere above 2-5. I attempted to do some threading of selected parts of the code to alleviate the burden, but in the end it just made JigLibX shake like a Chihuahua in the arctic. It simply got terribly unstable, so I decided what I should have decided long ago: I’m scrapping JigLibX.
It took about half an hour to rip everything out and get the engine going again. Now all I have to do it replace everything that JigLibX did with my own implementation. I was hoping it would have to come to this.
Sorry JigLibX. We must part ways.