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Remove bridges in water hazard

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DJ Logicalia:
I'm not a programmer, and I have a very limited knowledge in the area, but I'm pretty sure the bridges have very little to do with your increased load time. They're pretty insignificant by my standards, unless they have some sort of hidden property that I'm not aware of.

I should think that the increased load time would be because of the rain, rather than the bridges

Arturo Sanchez:

--- Quote from: DJ Logicalia on January 01, 2015, 01:56:53 pm ---I'm not a programmer, and I have a very limited knowledge in the area, but I'm pretty sure the bridges have very little to do with your increased load time. They're pretty insignificant by my standards, unless they have some sort of hidden property that I'm not aware of.

I should think that the increased load time would be because of the rain, rather than the bridges

--- End quote ---

refinery loads faster than water hazard by about 10 seconds faster. and thats the map with the most shadows and clouds and effects. (it does kill framerate though)

plus my texture settings are low. The rain isn't loaded.

Indreams:
This brings up a good idea: what about destructible terrain?

If bridges could be rammed or shot down, that should solve mobility and "making sense" problems while keeping the game interesting.

That won't help with your lag though... Make sure pretty much everything is disabled or low. One or two of them can make a huge difference with lags.

Arturo Sanchez:

--- Quote from: Indreams on January 01, 2015, 07:40:17 pm ---This brings up a good idea: what about destructible terrain?

If bridges could be rammed or shot down, that should solve mobility and "making sense" problems while keeping the game interesting.

That won't help with your lag though... Make sure pretty much everything is disabled or low. One or two of them can make a huge difference with lags.

--- End quote ---

yeah everything is set to low.

But yeah in terms of raw data for destructible terrain. you would need to code a subroutine that checks the state of in game objects in a similar way to ships. But instead of just ships. Its the whole map, like a literal copy pasta of the code that checks the state of ships, but rewrote to accomodate for the nature of terrain.

That is alot of data to keep track of, where per game it is redundant to actually check the whole map's state as only a minor % of the terrain will actually be effected. As opposed to merely assets that need to load, applying static hit boxes and painting it all with the same characteristic.

Like I get why the bridges act the way they are as solid invincible objects, its to save both time and data efficiency. But in terms of practicality and immersion they're kinda iffy.

ShadedExalt:
Practicality?  How is an invincible bridge NOT practical?

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