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Anonymous /v/717782958#717822465
8/11/2025, 1:05:33 PM
>>717782958
>Are you winning son?
Bigly.
Reworked an old optimization idea I had to great success.
I have a *lots* of raycast to do so NPCs can check who they actually have Line-of-Sight to and decide which target they are attacking.
Now, they basically generate a shadowmap while doing their checks, so if something has blocked a previous raycast its angular diameter is stored and other raycasts are checked against that first, filtering out anything going in a direction they already know is blocked.
Got the raycast-per-frame from 2.260.000 to barely 2.200, with no visible change in target-picking, so quite a notable improvement.

Now I need to figure out why the fuck my physics engine randomly decide to have a single of its thread randomly take 20+ sec to solve its workload. I did make some change to how radius are handled with the raycast-shadowmap thing, so I guess *something* also used by physics didn't like the change but I have yet to find what exactly is going wrong.