Lighting optimization (caching shadow vertices & only checking hulls in range if the position or range of the light changes), ragdoll optimization, itemcomponent optimization, dragging stunned/dead characters

This commit is contained in:
Regalis11
2015-10-11 21:04:42 +03:00
parent 0a96254696
commit 8df9133e84
25 changed files with 377 additions and 201 deletions

View File

@@ -852,37 +852,6 @@ int currentTargetIndex = 1;
Color.White, 0.0f,
Vector2.Zero,
SpriteEffects.None, 0.0f);
//pos = startPosition;
//pos.X += Position.X;
//pos.Y = -pos.Y - Position.Y;
//spriteBatch.Draw(shaftTexture,
// new Rectangle((int)(pos.X - shaftWidth/2), (int)pos.Y, shaftWidth, 512),
// new Rectangle(0, 0, shaftWidth, 256),
// Color.White, 0.0f,
// Vector2.Zero,
// SpriteEffects.None, 0.0f);
//List<Vector2[]> edges = GetCellEdges(observerPosition, 1, false);
//foreach (VoronoiCell cell in cells)
//{
// for (int i = 0; i < cell.bodyVertices.Count - 1; i++)
// {
// Vector2 start = cell.bodyVertices[i];
// start.X += Position.X;
// start.Y = -start.Y - Position.Y;
// start.X += Rand.Range(-10.0f, 10.0f);
// Vector2 end = cell.bodyVertices[i + 1];
// end.X += Position.X;
// end.Y = -end.Y - Position.Y;
// end.X += Rand.Range(-10.0f, 10.0f);
// GUI.DrawLine(spriteBatch, start, end, (cell.body != null && cell.body.Enabled) ? Color.Red : Color.Red);
// }
//}
}
public List<VoronoiCell> GetCells(Vector2 pos, int searchDepth = 2)