I think I understand that linedefs (and very much dynamic lights) take a toll on performance when creating and playing WADs. But if I put a say 64x64 room in one corner of the total work area (The "map" of UDB) and put the rest of my level in the farthest other corner. Does the engine have to calculate that astronomical distance somehow that will impact performance? Or does the engine only calculate what is visible at any given time?
I guess I'm asking if the engine "culls" parts of its total map until they're necessary. Asking from the standpoint of GZDoom & UDMF.
Thanks for reading!
I'm not a professional gamedev/coder so pardon the lack of proper technical language.
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Wo0p
Hello everyone :)
I think I understand that linedefs (and very much dynamic lights) take a toll on performance when creating and playing WADs. But if I put a say 64x64 room in one corner of the total work area (The "map" of UDB) and put the rest of my level in the farthest other corner. Does the engine have to calculate that astronomical distance somehow that will impact performance? Or does the engine only calculate what is visible at any given time?
I guess I'm asking if the engine "culls" parts of its total map until they're necessary. Asking from the standpoint of GZDoom & UDMF.
Thanks for reading!
I'm not a professional gamedev/coder so pardon the lack of proper technical language.
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