ScrapIron Prime, on 12 March 2024 - 05:17 AM, said:
For example, our calculations of where the edge of an object that blocks your shot is handled by by bounding boxes in a blob after pulling the data from the 3D model. And we know how precise those are. Loves me them invisible walls!
id put physics in blobs too lots of n^2 stuff there. not fun to do in script. you can, lua is really fast. i think the only place its deficient is its memory usage. so loading bitmaps sucks for lack of int types (newer versions have those but i think everyone uses 5.1 for its stability). in my engine i have to do horrible things to strings to load low level data. table data structures are atrocious as well, you can use it in array mode and it will use less, but the second you add a named key i think you bloat the structure a lot.
figure the main reason for piss poor hit detection is that the terrain is too detailed and adding too many convex hulls can slow things down. so you just end up sticking them in a box and then all the gaps are solid. when you do octrees or some other bsp derivative, that lua table overhead really sucks, so thats in the blob.
Edited by LordNothing, 12 March 2024 - 05:29 PM.