It would be great to find out a bit about whats going on when a pick is used. One thing I was curious about it will it only perform the picking if it's determined to be withing a pickable mesh's bounding box/volume of sorts, etc.
Efficient use of picking?
Blitz3D Forums/Blitz3D Programming/Efficient use of picking? I noticed the following:
the shorter the Line to pick, the faster it is.
the smaller the radius, the faster it is.
A lot of long range picks can slow down a game massively.
the shorter the Line to pick, the faster it is.
the smaller the radius, the faster it is.
A lot of long range picks can slow down a game massively.
A pick involves a ray-cast, a notoriously processor intensive process. Keep them as short, narrow, and uncommon as possible if speed is going to be a problem for your program. Note the lack of a shotgun in Unreal Tournament...
I always thought of the flak cannon as a shotgun substitute in UT :o
Doesn't do ray-casts though. The projectiles move through the air at a finite speed. At least, not level-wide ray-casts. Probly does short-range ones at each interval... Same for the Minigun. Only the Enforcer and Sniper Rifle do a ray-cast until it hits a target.
Thanks a ton.
why not just do a move entity in the direction of a parent?
move it say 1000 and that will give the same details?
would this be faster???
move it say 1000 and that will give the same details?
would this be faster???
How do you set the radius of a pick?
Slenkar: Example:
"why not just do a move entity in the direction of a parent?
move it say 1000 and that will give the same details?"
That's how I've been doing it, though I'm starting to wonder about the efficiency of such a method.
LinePick(0,0,0, -50,50,50, 5) ;starting x,y,z, distance x,y,z, radius
"why not just do a move entity in the direction of a parent?
move it say 1000 and that will give the same details?"
That's how I've been doing it, though I'm starting to wonder about the efficiency of such a method.
You can use zero for the radius.
One word about realism:
While any Beam-Gun would probably shot its rays with the speed of light, a real projectile from a pistol or rifle will travel with about 250 to 800 Meters per second, depending on model and ammunition.
Socalled subsonic ammo is used with silencers to prevent a "ballistic crack" sound, these projectiles are travelling with a speed slightly lower than the speed of sound (mach 1, around 330m/s), about 300 m/s.
There is also supersonic ammo and hypersonic ammo.
Personally I completely ignore this in my Indoor Levels and plot the impact sprite immediately after firing the gun - a distance of 10 Meters would take only the time of about 1 or two frames.
One word about realism:
While any Beam-Gun would probably shot its rays with the speed of light, a real projectile from a pistol or rifle will travel with about 250 to 800 Meters per second, depending on model and ammunition.
Socalled subsonic ammo is used with silencers to prevent a "ballistic crack" sound, these projectiles are travelling with a speed slightly lower than the speed of sound (mach 1, around 330m/s), about 300 m/s.
There is also supersonic ammo and hypersonic ammo.
Personally I completely ignore this in my Indoor Levels and plot the impact sprite immediately after firing the gun - a distance of 10 Meters would take only the time of about 1 or two frames.
oh o.k. what is the radius of an entitypick??
the radius of the Line used by Linepick. Well, it's more a pipe or a tube. At least that's what I thought :)