User Tools

Site Tools


cw4:frequently_asked_questions

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revisionBoth sides next revision
cw4:frequently_asked_questions [2020/07/11 10:27] Karsten75cw4:frequently_asked_questions [2020/07/18 10:04] – [Game Mechanics FAQs] Pathfinding Karsten75
Line 12: Line 12:
 **A:** Map panning, zooming, animation effects, and general other visual concerns looks smoother at 60fps.  For instance, when you scroll the mouse wheel and zoom, the game animates the camera movement rather than snapping to new zoom levels.  That animation looks better at 60fps. It also give an opportunity to do some things on the even frames and some on the odd.  So things like shoving all of the creeper geometry changes to the GPU happen on the 'off' frames.  Of course Unity still renders the creeper geometry every frame (which is at 60 fps ideally) so lighting and shadows and all of that happen at 60. **A:** Map panning, zooming, animation effects, and general other visual concerns looks smoother at 60fps.  For instance, when you scroll the mouse wheel and zoom, the game animates the camera movement rather than snapping to new zoom levels.  That animation looks better at 60fps. It also give an opportunity to do some things on the even frames and some on the odd.  So things like shoving all of the creeper geometry changes to the GPU happen on the 'off' frames.  Of course Unity still renders the creeper geometry every frame (which is at 60 fps ideally) so lighting and shadows and all of that happen at 60.
  
 +
 +**Q:**   * Why can packets no longer travel via units?
 +  * Why can I no longer use units to connect between towers as in CW3?     
 +\\
 +**A:** For pathfinding efficiency.
 +
 +Pathfinding uses A* (and caching).  There's a lot going on in the game, though, so pathfinding is just one straw on the camels back. So every little bit of efficiency here and there adds up.  Removing terminal nodes from the graph (units) reduces the graph complexity  by a lot (in most cases). It also produces a game play that I prefer (so it's a win win).  Note that the graph changes frequently when people move 50 units at a time and there might be 100 packets per frame being emitted (from different sources to different destinations). So eliminating moving units from the graph makes that worse case scenario more efficient
  
 **Q:**  **Q:** 
cw4/frequently_asked_questions.txt · Last modified: 2021/01/09 18:02 by Sanian