Checked back in, still getting out of memory. With the last two comments, I think you have what's going on nailed down. Sometimes the game pauses for a few frames and triggers a number of collisions in a row before the next frame. Which spikes the memory like crazy and way over the top bounce accel.
Forgive a non-WebGL developer, isn't this as simple as lastCollide=getCurrentTime() and the collision handler returns no collisions if getCurrentTime()<=lastCollide+10; ? If you want to be more accurate, can make lastCollide a member of each shape.
The issue is not actually WebGL specific, but rather specific to how Unity export target to WebGL. Short of 'hacking' the output and making the changes manually post-build, there's no simple way to fix it. I'm currently working on a PC standalone version (as the collision issues are simply non-existent there). The Kongregate launch was to test the pipeline, and though I managed to release, I see what other devs are complaining about (Unity webgl export target issues).
Thanks though!
The outposts gave the first warning of the horde's arrival. The blacksmith's guild barely even slowed them down. City after city has fallen to them. It is time to employ our last best hope. Wake bob. He will stop the horde.
@Twist36A, After the initial launcher getting the weight up to speed for the first engine, the weight will yo-yo when the engine stages cut-off. This wrecks constant acceleration engines due to speed spiking way over drag. You can somewhat counter this with way over muscled engines and high max speed bodies. So, options: Dubstep drive, Sonic Burst, Monster Engine, Cruise Missile, Torpedo, RPG.
Can one of the artifact upgrades be changed to "Particle Ball doesn't miss"? E.g. Particle Ball always targets the highest HP enemy rather than randomly wasting it's crit on a red.
Is prestige still based on the *lower* of heat and money in equal amounts? I'm running 43 Dual nefastium now. Generates a measly $29.5T, but, 17.8T heat. (With upgrades, I could get $55T idle, but only heat matters.)
Anyone got a good max *HEAT* reactor? My current one is 19 dual Neft. Reason being, prestige is based on the *lower* of heat and power, so, heat will always contribute more towards prestige given that after a decent amount of upgrades, all cells produced more power than heat.
@Olaudix The outlet/inlet are per adjacent component. So, you're pumping 845K heat to each vent. For that reason, you should be very careful to avoid upgrading your "active exchangers" past half of "Active Venting".
@twoarmy link? If you can successfully sell that idly, you have more upgrades than most posters! For the last few days, all of the posted designs have been 11-15 dual neft cells (equiv to 33-45 single neft) due to capacitor idle sell limit.
After reaching both 10Qi upgrades, I'm in the same place as Kohlenstoff. 15 Dual Neft cells. Optimal power output for my upgrades would be 24 dual neft cells and 4 vents but, I need at least 241 capacitors (my current total) to sell the power I do make.
@jmostdef, @emcew, you probably placed your cell adjacent to another cell. Post by fresh_fish explaining (250 posts ago): Here's my guess: For Quad Dolorium cell itsown, it acts as 4 single cells placed in 2x2 pattern, each cell in it receives 2 more pulses from adjacent cells and has total 3 pulses per tick, therefore the total heat is 227M*(3*3)*4 = 8.17B. When you place Quad Dolorium cells in a line, each Quad cells receives 2*4 pulses from adjacent quad cells, each cell inside Quad cells receives 8/4 = 2 more pulses per tick, so the total heat produced is 227M*(5*5)*4 = 22.7B.
Unfortunately, it's the truth. We can't change it yet.