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GZDoom dynamic light entities


kdoom

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I'm starting to worry about using so many of these in my current WIP map. I wonder, does Gzdoom calculate and draw EVERY one of them in the map the entire time it is running said map? If it does, could they be turned on and off via acs scripting, and a few lindef triggers? I'm curious if this would work, and more important, would it help the map performance? I suppose I could experiment to see, but surely someone else has already tried this.

 

I'm going to guess at least 85% of the entities in this map, are lights. I still have a fair bit to add, too.

 

 

kgzdoom1_UDB.jpg

Edited by kdoom
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I figured when the player leaves certain areas, the lights turn off behind.....but my map overlaps itself several times, so I'm not sure how tough it would be to never see them in the wrong state.

 

I would like to think the engine does this already....who could answer this?

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