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IsWalkableTo should work faster when done strictly in the search map space
cache actor Pos in search map space to avoid repeated conversions?
consider splicing sub paths for bumping (instead find the bumped position, then calculate a path from that position to the current position in the path and then prepend that path segment, which would be much better than completely recalculating a path)
we probably don't make any effort to avoid calculating a path that will bump again
should an actor be able to bump more than one other actor?
consider using squared distances in FindPath (at minimum the heuristic factor would need adjusting) to skip a bunch of sqrts
try an approximation for std::hypot in NormalizeDeltas
if Movable::DoStep is also hot, we could optimise the lookahead loop to not iterate over potentially all actors on the map 6+ times and using a GetAllActorsInRect to get a subset first and then manually do the checks that GetActor does
The text was updated successfully, but these errors were encountered:
Just ideas, some already partially tested. Edit as more are thought of:
std::hypot
in NormalizeDeltasreuse a little bit of information to halve the penalty by skipping the ignore-actors run if there wasn't any actor to potentially bump into Going to open a door with the full party make it drop fps considerably #1692 (comment)The text was updated successfully, but these errors were encountered: