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Old 29 April 2021, 10:14   #51
pink^abyss
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Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 410
Quote:
Originally Posted by Muzza View Post
I'm using 256x256 bins (I have no idea how the original did it), and process the ones that overlap the camera (which is always either 2 or 4 bins). Currently I only spawn individual entities as they enter the screen area, but I think perhaps I should change this to spawn an entire bin, as sometimes enemies either group up or are divided more than in the original.
And you store entities that go out of view into the other 2-4 bins, right?

I assume T2 did not insert whole bins because it would often mean spikes of too many entities at ones. I guess they used a distance threshold within the bin (maybe something like 64 pixels).

A more simple yet fast method how to cull entities is to go through the inactive entity array, but only a few items each frame. For example your world has 256 entities, and you go through 16 entities each frame then you have all entities culled in 16 frames. However, i think T2 used bins.
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