Forum Discussion
14 years ago
@BSIRegina: Thanks, gonna add that one, as well as limit plant number per chunk!
@Rflong7: Of course making sense and being true isn't the same, but if there's a good method to increase performance, it's likely that it's used. Also, since eyelem got some info from a friend in the games industry, I believe it's probably correct.
Think of it like this: first, the game looks at a chunk. If it's entirely covered in unroutable terrain paint, it remembers that there can be no routing in this chunk. If it's not, say if there is a single routable square in the corner of the chunk, it has to zoom in closer - maybe divide it in 16x16 pieces. It then noticed that 255 16x16 pieces are fully unroutable, but one isn't fully covered in unrouting paint. It zooms in closer. It then notices that 255 squares in that 16x16 piece are unroutable, but one isn't. So it has to remember 255 medium pieces and 255 small pieces that are unroutable, and one small piece that isn't, instead of a big unroutable piece. That is a lot more thinking! But if the method wasn't used at all, instead of keeping track of around 500 or just one piece, it would have to keep track of over 50 000 pieces.
Now I'm not saying that this is how it works, it could be divided in another way or not divided at all. Just speculating here! :)
I'll keep the link there in any case, and people can choose themselves whether they think it helps or not. Anyhow, lots of people are building worlds without this method and their worlds work fine anyway.
@Rflong7: Of course making sense and being true isn't the same, but if there's a good method to increase performance, it's likely that it's used. Also, since eyelem got some info from a friend in the games industry, I believe it's probably correct.
Think of it like this: first, the game looks at a chunk. If it's entirely covered in unroutable terrain paint, it remembers that there can be no routing in this chunk. If it's not, say if there is a single routable square in the corner of the chunk, it has to zoom in closer - maybe divide it in 16x16 pieces. It then noticed that 255 16x16 pieces are fully unroutable, but one isn't fully covered in unrouting paint. It zooms in closer. It then notices that 255 squares in that 16x16 piece are unroutable, but one isn't. So it has to remember 255 medium pieces and 255 small pieces that are unroutable, and one small piece that isn't, instead of a big unroutable piece. That is a lot more thinking! But if the method wasn't used at all, instead of keeping track of around 500 or just one piece, it would have to keep track of over 50 000 pieces.
Now I'm not saying that this is how it works, it could be divided in another way or not divided at all. Just speculating here! :)
I'll keep the link there in any case, and people can choose themselves whether they think it helps or not. Anyhow, lots of people are building worlds without this method and their worlds work fine anyway.
About The Sims 3 Creative Corner
Chat with the Sims 3 community about your stories and legacies and share your creations.527 PostsLatest Activity: 3 days ago
Recent Discussions
- 2 days ago