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Problem: Each bullet inserts itself into the update cycle which causes the system to bog down when many shots are fired. Furthermore, we have heavier client load due to occulus rift and newer features such as bots / AI logic. This issue is no longer an optimization but a necessity.
Solutions proposed:
Do the right thing - use spatial calculations to tag things that could possibly be hit and check against those rather than every object in the game. R-trees/Quad-trees + ray casting is the preferred way.
Use a single bullet rather double shot .
Use phasors/lasers/instant or near instant hit weapons - give it an offset to help with detection.
The text was updated successfully, but these errors were encountered:
Problem: Each bullet inserts itself into the update cycle which causes the system to bog down when many shots are fired. Furthermore, we have heavier client load due to occulus rift and newer features such as bots / AI logic. This issue is no longer an optimization but a necessity.
Solutions proposed:
Do the right thing - use spatial calculations to tag things that could possibly be hit and check against those rather than every object in the game. R-trees/Quad-trees + ray casting is the preferred way.
Use a single bullet rather double shot .
Use phasors/lasers/instant or near instant hit weapons - give it an offset to help with detection.
The text was updated successfully, but these errors were encountered: