Difference between revisions of "nearEntities"

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(circle -> sphere)
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| Find entities in the sphere with given radius. If typeName(s) is (are) given, only entities of given type (or its subtype) are listed.
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| [[Image:sphere_radius.jpg|right|150px]] Find entities in the sphere with given radius. If typeName(s) is (are) given, only entities of given type (or its subtype) are listed.
  
This command returns only alive entities. If you need to return dead entities as well use [[entities]] command. |= Description
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This command returns only alive entities. If you need to return dead entities as well use [[entities]] command.|= Description
 
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Revision as of 18:00, 17 October 2015

Template:Command

Notes

Posted on 27 Mar, 2014
Floriangeyer
According to Code Optimisation, this function is the fastest and should be used instead of nearestObjects.

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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