Bullets outside map edges should be deleted

Bullets outside map edges should be deleted

Requests for features in the spring code.

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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Bullets outside map edges should be deleted

Post by TradeMark »

Since ive played many bullet spreading games, ive noticed that those bullets will continue moving like forever at outside the map, if they are being shot or bounced too far.
Also they makes sound when they falls down at outside the map o_O
They also creates particles when they collides ground at outside the map, which is just waste of CPU resources.

It would reduce lag if those bullets would be just deleted. Also that might crash the game if they goes too far.

Would that be too much coding?
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

IIRC bullets/shots that go off the map do get "deleted" since the map's gravity eventually gets them to "come down" and die.

Remember the ol' bertha-shot explodes just-right-outside-the-map syndrome?

It happens like that me thinks.

Whatever goes up, goes down!
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TradeMark
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Joined: 17 Feb 2006, 15:58

Post by TradeMark »

IMO it should delete bullets if they have gone longer from the edges than what the map size is.

And no explosions when they gets deleted.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Wouldn't it look bad if bullets suddently disappeared in thin air?

And how do we kill units outside the map if any shot gets outright deleted past map edge?!!
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TradeMark
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Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Damn i knew someone will start whining...

You cant see bullets which are as far from map edges as the map width is. And if you saw, thats a big deal lol?

And you cant have units outside the map... Okay, if you had, they should appear at map edges when they goes too far.

Now those bullets flies like 100x the map size, so it creates lag... That fly length should be reduced to somewhat like 2x map size.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

planes can go offmap, just move one off map with a com and you have an invincible unit.
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Zpock
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Joined: 16 Sep 2004, 23:20

Post by Zpock »

Checking all projectiles if they are outside the map probably takes more performance then computing for the few ones that do get outside.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

I'd cull the projectiles after they get so far offmap.
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TradeMark
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Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Zpock wrote:Checking all projectiles if they are outside the map probably takes more performance then computing for the few ones that do get outside.
Dont think so :D
In my game we shoot thousands of bullets outside the map... not just few >__>

We could use simple sphere checking.
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