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by dfltr
251 days ago
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> I assume there'd be a big single rectangular bounding box or sphere, and only once a projectile is in that range, then animations occur. Now that's a fun one to think about. Hitscan attacks are just vectors right? So would there be some perf benefit to doing that initial intersection check with a less-detailed hitbox, then running the higher res animated check if the initial one reports back as "Yeah, this one could potentially intersect"? Or is the check itself expensive enough that it's faster to just run it once at full resolution? Either way, this stuff is engineering catnip. |
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