Talk:nearEntities

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Revision as of 18:05, 17 October 2015 by Killzone Kid (talk | contribs) (Faulty example: new section)
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Faulty example

Posted on February 3, 2015 - 21:30 (UTC)
Pierre MGI
This kind of functions remains FPS killer if you can't manage conditions in order to reduce operations for each entity or, to reduce the number of entities. One of the most demanding CPU/GPU resource is probably a DrawIcon3D treatment for these entities. Don't stay with a simple radius condition (disk selecting entities). Each time you can treat visible entities, as icons displaying, try to restrict this function to your screen. For example: if (((worldToScreen (visiblePosition _x)) select 0 > (0 * safezoneW + safezoneX)) && ((worldToScreen (visiblePosition _x)) select 0 <(1 * safezoneW + safezoneX))) then {...} foreach _pos nearEntities _radius

No idea what example is supposed to be but syntax is wrong Killzone Kid (talk) 18:05, 17 October 2015 (CEST)