[DiscordArchive] It's exactly what I needed, how good is it's performance?
[DiscordArchive] It's exactly what I needed, how good is it's performance?
Archived author: whatwere • Posted: 2022-07-19T11:55:52.228000+00:00
Original source
It's exactly what I needed, how good is it's performance?
Archived author: <o> • Posted: 2022-07-19T11:57:43.093000+00:00
Original source
heavily dependent on what you actually use it for. Unless someone already did exactly that, nobody knows
Archived author: whatwere • Posted: 2022-07-19T11:58:10.786000+00:00
Original source
It seems to be called regularly. My code for it is, and will be as simple as ```
bool CanBeSeen(Player const* seer) override {
return !(seer->GetQuestStageFlag(QuestStageFlags::SOLANIANS_SCRYING_ORB_FOUND));
}```
Archived author: <o> • Posted: 2022-07-19T11:58:53.228000+00:00
Original source
at least in trinity, visibility updates are _awful_ in general and needs a lot of work, but that check happens pretty deep in the check. Most of the heavy load seems to be Creature<->Creature visibility rather than anything to do with players
Archived author: whatwere • Posted: 2022-07-19T12:18:07.248000+00:00
Original source
Independent of that, is it possible to get rid of the fade-effect that happens from updating visibility?
https://streamable.com/nma4bg
[Embed: Sight Stuff]
https://streamable.com/nma4bg
Archived author: whatwere • Posted: 2022-07-19T12:18:22.624000+00:00
Original source
Or is that client side?
Archived author: <o> • Posted: 2022-07-19T12:19:28.715000+00:00
Original source
yes, it's different for different game object types
Archived author: <o> • Posted: 2022-07-19T12:19:44.377000+00:00
Original source
but probably not if you need a specific type
Archived author: <o> • Posted: 2022-07-19T12:20:02.259000+00:00
Original source
i think it's elevators that pop in immediately