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WildFactor
WildFactor - - 6 comments @ Fog of war explain (Gameplay and Algo)

Hello pkyrkos,
with the old system, which consists of sending a ray to all near monsters, it was very heavy with a big group of monster. And of course the computation grew exponentially.
With this new method, it grows linearly with the number of monsters.
And I do another optimisation, not explained here for simplicity reason, which consists of recalculating visibility only when a character move from one cell to another different one. (and when something changes in the current visibility, like a door closing/opening). So 1 or 2 calculation of the visibility for each monster every second. If you have 60 monsters at 60 FPS, it should be something like two visibility calculations per frame.
I didn't make a bench, but this algo looks like to be super light. (I had an increase in FPS). It's an old school 2D grid algo after all :)


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WildFactor
WildFactor - - 6 comments @ Procedural World in Machiavillain

Thank you InfiniteProductions. We will try to continu like that.

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WildFactor
WildFactor - - 6 comments @ Procedural World in Machiavillain

Yes it's better once it works :) Thank you

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WildFactor
WildFactor - - 6 comments @ Procedural World in Machiavillain

Thank you SniperCharlie ;)

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WildFactor
WildFactor - - 6 comments @ MachiaVillain: Evil Research Lab

Thank you Tim :)

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WildFactor
WildFactor - - 6 comments @ 2D realtime shadow on the metal extraction site.

Click on "view orginal" to get the image less conpressed.

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