Difference between revisions of "nearEntities"

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(moving note in discuss because of faulty example)
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<dl class="command_description">
<dd class="notedate">Posted on February 3, 2015 - 21:30 (UTC)</dd>
<dt class="note">[[User:Pierre MGI|Pierre MGI]]</dt>
<dd class="note">
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
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Revision as of 18:04, 17 October 2015



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

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