This is probably caused by the room’s trimesh. ODE is quite sensitive in this regard, so the models for trimeshing must be very nice and clean, otherwise you get strange results sometimes. I will update the map asap with a better version.
That’s related to lighting and shaders. When you look into the main.py file you’ll see that there’s render.setShaderAuto(). If you disable that you’ll get much better performance at the price of much worse looking flashlight effect. There might be a way to deal with that to some extend (you will always get a frame drop), but I haven’t looked into that yet.
On faster graphic cards it obviously shouldn’t be an issue.
Oh… That’s interesting. Can you provide more details in what situations this happens? It might be, again, related to trimesh – with ODE it’s much better to use in-engine shapes. I used the trimesh extensively in this sample only because I needed a working environment quickly up and running for codding.
No, this is not supposed to look pretty . There aren’t even static shadows there.