10-06-2017, 04:54 AM
(This post was last modified: 10-06-2017, 04:55 AM by Filler.
Edit Reason: Better sentence flow.
)
Yeah, it was a pretty bad choice on my end. I have to say.
Most of it was due to bad allocation of my time. For the past month, I haven't been feeling that well, so I just spent most of my time sleeping, and I was tired all day. Now that I'm trying to escape that mindset, I think I can get working like how I did awhile back.
Speaking of so, I recently found out a simple form of optimization that I don't know how I didn't think about, which is to make collision based triggers into a list of positions that set the trigger, rather than collision.
For example: If the player steps onto the trigger to start climbing a ladder, it'd be easier on resources just to do a check if their X and Y positions match from a list of possible positions the trigger could be located at, rather than having both collision detection, and a simple check.
The downside is that all the positions for triggers would have to be written manually. The best way would be able to make a script that determines how many units on the map a trigger takes it footprint on, and draw each X and Y position onto a console. And then I can just copy it as reference for adding it in manually myself. The trigger would be removed after I have all the positions on the list finished up.
Most of it was due to bad allocation of my time. For the past month, I haven't been feeling that well, so I just spent most of my time sleeping, and I was tired all day. Now that I'm trying to escape that mindset, I think I can get working like how I did awhile back.
Speaking of so, I recently found out a simple form of optimization that I don't know how I didn't think about, which is to make collision based triggers into a list of positions that set the trigger, rather than collision.
For example: If the player steps onto the trigger to start climbing a ladder, it'd be easier on resources just to do a check if their X and Y positions match from a list of possible positions the trigger could be located at, rather than having both collision detection, and a simple check.
The downside is that all the positions for triggers would have to be written manually. The best way would be able to make a script that determines how many units on the map a trigger takes it footprint on, and draw each X and Y position onto a console. And then I can just copy it as reference for adding it in manually myself. The trigger would be removed after I have all the positions on the list finished up.