Search found 4 matches

by klobor
Fri Jul 17, 2026 3:05 am
Forum: Won't implement
Topic: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
Replies: 6
Views: 333

Re: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers


If i am reading this correctly, you are assuming that all entities do collision checks with anything else all the time.


Oh no, no-no, of course not! What I meant by that is when, say, a tank moves across terrain, each tick you perform a check if an entity collides with anything. As you said ...
by klobor
Thu Jul 16, 2026 5:51 pm
Forum: Won't implement
Topic: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
Replies: 6
Views: 333

Re: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers


Indeed you are wrong. Collisions are not cheap. There are 2 parts to collision checks: first is entity registering its presence in an area, this is proportional to the area entity wants to be "visible", and it must be updated every time entity moves. Second part is checking what entities are in ...
by klobor
Thu Jul 16, 2026 3:32 pm
Forum: Won't implement
Topic: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
Replies: 6
Views: 333

Re: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers

Yes, but that's still faster than performing an entity search. And significantly faster than performing entity search using LUA. Well, at least I think it is :roll: only devs can say for sure ;)

Besides, collision check is something that is already happening anyway . We're just getting a (almost ...
by klobor
Thu Jul 09, 2026 12:13 pm
Forum: Won't implement
Topic: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
Replies: 6
Views: 333

Replace mine/turret/gate polling with non-blocking (detect-only) collision layers

Disclaimer
I could be wrong in some of my assumptions here, but this is based on what I've gathered from forums and API docs. Please correct me where I'm wrong, though :)


TLDR
Polling expensive.
Collision cheap.
Detect stuff via special collision layer or special mask, that doesn't affect ...

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