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Ran some 20K tile maps without trees and it was pretty good. Hard to say how much lag there is because at high altitudes moving around is naturally slow, but definitely better than it was with trees. Trees might add 50-100K meshes to my scene. I am thinking under 30-50K meshes is manageable, but that is also going to depend on what texture resolution, how complex the meshes, etc.
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Ok, that seems promising. Did you check fps, or did it just feel slower at higher altitudes?
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The math we were talking about is really on my end since I could Get from an array or do 3 steps of math to get the same value. He said that the math would be more efficient since it could stay on the CPU and not access memory, in addition to it trawling the length of the array.
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Hmm, ok. I’m having a hard time seeing how I would implement this in my blueprint. Perhaps it is because we do things differently. Everything in my blueprint is based on arrays. Could you quickly try to describe the three steps of math you mention? Do you get the numbers from the actual coordinates of the tile meshes?
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I think you should be able to process some pathfinding information in the background between everything else by using a tick function to space it out based on performance. Then anything leftover could be worked out at the end of the turn. I don’t know exactly how that would be done, but from other discussions it seems the way to go, perhaps even in C++.
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Yeah, spreading the loops out between ticks is certainly possible, and I’ve done it my blueprint. I don’t feel the need at the moment, but when I start creating AI that will have to consider multiple paths before deciding, it might become necessary. Worst case I’ll have them have a question mark above their heads while they decide, like in the old Worms games. I doubt it will run that slow, though.