A_JumpIfSpeciesinSight

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Expand view Topic review: A_JumpIfSpeciesinSight

Re: A_JumpIfSpeciesinSight

by GooberMan » Sun Jan 27, 2013 10:08 am

No. It would be a faulty/buggy visibility check if it did that.

Re: A_JumpIfSpeciesinSight

by Ghastly » Sun Jan 27, 2013 9:32 am

GooberMan wrote:Actor collects sectors visible in cone of sight
How would that work if the sector is bigger than the actor can see? Would it end up counting something the actor can't actually see from where he is?

Re: A_JumpIfSpeciesinSight

by GooberMan » Sat Jan 26, 2013 7:33 pm

That sounds like you're trying to hack in an occlusion system. I'd want to look at doing that properly (and exclusively via UDMF) if I were to try it.

Re: A_JumpIfSpeciesinSight

by Nash » Sat Jan 26, 2013 6:46 pm

Hey GooberMan, if you ever get that code working... just wondering, would it help in situations with large, wide open world-style maps with few 1-sided lines to block the view?

Re: A_JumpIfSpeciesinSight

by Graf Zahl » Sat Jan 26, 2013 2:13 pm

That'd be great. This is something nobody here has good experience with and a lot of interesting features had to be 'no'd.

Re: A_JumpIfSpeciesinSight

by GooberMan » Sat Jan 26, 2013 11:44 am

Sounds like there could be some very good speed wins there by optimising that. Especially if agressive use of SIMD is employed. It should come down to nothing more than a series of dot products.

Really need to get some clearance to do some ZDoom code from my employer. I've done visibility systems before (that needed to run on a PS2).

Re: A_JumpIfSpeciesinSight

by Graf Zahl » Sat Jan 26, 2013 11:30 am

GooberMan wrote: [*]Actor collects sectors visible in cone of sight
That alone would cost more than just checking all actors of the requested species.

Re: A_JumpIfSpeciesinSight

by GooberMan » Sat Jan 26, 2013 8:59 am

Ghastly_dragon wrote:This isn't by sector. This would be going through line of sight.
Alright, let me spell out for you what I mean then.
  • Actor has a cone of sight
  • Actor collects sectors visible in cone of sight
  • Actor parses those sector's actors to see if a species is in its line of sight
It might even be more efficient to only consider subsectors, but that sounds like too fine grained a place to store an actor list.

Re: A_JumpIfSpeciesinSight

by Gez » Sat Jan 26, 2013 8:48 am

Speaking of line of sight: monsters have a 180° FOV when asleep, 360° FOV when woken up. (Monsters with the LOOKALLAROUND flag have 360° FOV even when asleep.)

Re: A_JumpIfSpeciesinSight

by Ghastly » Sat Jan 26, 2013 8:41 am

GooberMan wrote:Really? You mean there's no way to sort actors by sector?
This isn't by sector. This would be going through line of sight.

Re: A_JumpIfSpeciesinSight

by GooberMan » Sat Jan 26, 2013 8:02 am

Really? You mean there's no way to sort actors by sector?

Re: A_JumpIfSpeciesinSight

by Graf Zahl » Sat Jan 26, 2013 5:38 am

I don't think so.

This can't be done efficiently because you have to perform a sight check with every single actor of the species. This can cause serious performance issues in some scenarios.

Re: A_JumpIfSpeciesinSight

by Ravick » Thu Jan 17, 2013 11:18 pm

Sorry for bumping this (again, I didn't see that it was bumped once, hehe). I just want to ask if this suggestion has a chance of being implemented. :)

Re: A_JumpIfSpeciesinSight

by mi123645 » Sun Dec 30, 2012 8:46 pm

I am using Thing_Hate, but I forgot to specify that I need them to be counted as kills towards the player (which +friendly removes).

Re: A_JumpIfSpeciesinSight

by Enjay » Sun Dec 30, 2012 8:42 pm

Using [wiki]Thing_Hate[/wiki] will override friendliness if that is any use to you.

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