WHAT
is taking over the stream to drop knowledge and provide guidance from the perspective of a tech artist. Stay tuned for more details and make sure to watch live so you can ask your questions directly to Alan.
WHEN
Tuesday, December 13th @ 2:00PM ET Countdown]
Hopefully you’ll go over expense of each trace (maybe even show us with profilers), and then go over best practices of use, and if there should be a hard limit to their use and if so, what other options are there available to us!
That’s great! I’m definitely tuning in to this stream. Would it be possible to cover the use of ray-casting for determining the degree of obstruction of audio sources?
Especially when it comes to which shape may best suit a specific task (e.g. why use a cylinder when a box would work). This may be specific to what you’re trying to achieve but a rough guide would be nice.
I hope so too since I’ve seen people claim on other forums/sites that now we have faster CPUs (than say back in UT '99’s day) trace expense doesn’t matter and to just go nuts with them, which I’ve never been 100% convinced about (from memory they were putting them all on Tick too).
A thought I have about linetracing would be that when you aim at an enemy character, he can notice that you are aiming at him and strafe to the side (Like in StarWars BattleFront), I know that would be a different topic (regarding AI more than linetracing, but just leaving this here just in case)…