Search found 4 matches
- 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 ...
- 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 ...
- 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 ...
Besides, collision check is something that is already happening anyway . We're just getting a (almost ...
- 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 ...
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 ...