kdoom Posted September 28, 2023 (edited) 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. Edited September 28, 2023 by kdoom more info 0 Quote Share this post Link to post
Kristian Nebula Posted September 28, 2023 (edited) I think dynamic lights can be turned on/off with thing_activate and thing_deactivate script or linedef trigger. I don't know if and what kind of an effect it has on performance. https://zdoom.org/wiki/Thing_Activate https://zdoom.org/wiki/Thing_Deactivate Edited September 28, 2023 by Kristian Nebula 0 Quote Share this post Link to post
kdoom Posted September 29, 2023 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? 1 Quote Share this post Link to post
kdoom Posted September 29, 2023 Found it on Zdoom forum. If anyone is interested - https://forum.zdoom.org/viewtopic.php?p=1117345 It does calc all the lights despite what the player can or cannot see. 3 Quote Share this post Link to post
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