Pretty much do anything to prevent the units from being "checked" by the game for collisions.Ī lot of your problem, like s3rius said, may be due to rendering detailed models. I'm thinking multiplying real values by OR taking the square root of 0 might be a quick calculation.ģ. I'm not actually sure if that will help, but it's worth a try. If that doesn't work, then do this too: set all radii, soft and hard, to 0. I would only go through the trouble if all else fails and you have a lot of faith in me).Ģ. For each en masse unit, unflag all unnecessary collision flags, particularly the ones shared by the units being massed if you still want things not to scale cliffs, leave Unused Flag 09 (Ground) checked (though it may behoove you to uncheck it and just remove any cliffs on your map. Here are some things that *might* help you, not sure, it's just a theory- you will however have to give up collision handling (you'll have a bunch of overlapping units, might be acceptable, might not : P)ġ. So if you have N units, it takes N^2 operations to test all possible collisions (though this is worse case, it could be much better with some smart programming). Why? You have to check every single unit against every other unit for every iteration of the game loop. In any game, collision handling takes a LOT of processing power.
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