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dfltr | 4 months ago
Now that's a fun one to think about. Hitscan attacks are just vectors right? So would there be some perf benefit to doing that initial intersection check with a less-detailed hitbox, then running the higher res animated check if the initial one reports back as "Yeah, this one could potentially intersect"? Or is the check itself expensive enough that it's faster to just run it once at full resolution?
Either way, this stuff is engineering catnip.
maplant|4 months ago
tarnith|4 months ago
and how occlusion culling worked with BSP trees in Quake if I remember correctly as well