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String pulling and its resource consumption

Started by November 08, 2010 07:47 AM
1 comment, last by lucky6969b 14 years ago
I wonder how can I reduce the number of line-of-sight checks when I am doing string-pulling. Say I have 20 walls in my scene, I have to do many ray testings to each wall over a lengthy path. The time needed multiplies. I have been thinking workarounds for this. Don't know if it works or not
1) Create a dirty flag when the wall is touched when the engine is pathfinding
2) Create zone info for each wall, if the path enters that zone, I check a set of walls (std::set) that may interact with the path obtained.
Any comments?
Thanks
Jack

[Edited by - lucky6969b on November 9, 2010 4:46:32 AM]
Would it be acceptable to compute a local grid which represents traversability, and do tile walks instead of line-of-sight? I haven't tried, so I don't know how well that would work, but seems like something you might try...
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Thanks for your advice!
Jack

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