I'm asking because some of my maps are very intense when it comes to how many 3D floors I'll pack into a space and it seems to cause GZDoom to lag a fair bit when you look at those areas.
Curiosity Question.
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Nero
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- Location: Middle of Nowheresville Il.
Curiosity Question.
I'm asking because some of my maps are very intense when it comes to how many 3D floors I'll pack into a space and it seems to cause GZDoom to lag a fair bit when you look at those areas.
"It's kinda like being a hamster."
"Oh...got it."
"Oh...got it."
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Gez
- Developer

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Re: Curiosity Question.
Yes, more or less. I'm not sure about 3D floors, but I know it discards any actor whose center is not in a sector present in the field of vision.Nero wrote:So, I haven't taken any time to do any research, I'm just asking. Doesn't the Doom engine render only what the player can see on the screen?
This can lead to a slight glitch as you can get the engine not to render something that is visible. Create a tiny sector (say, 2x2 square). Put right in its center a huge sprite (e.g., spider mastermind; make it dormant so that it won't move). Look around to put the monster on the border of your FOV, and you should see it vanish entirely as soon as a tiny bit over half of it gets hidden.
This has sometimes been a problem with models, which can project quite far from their actual position.
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Nero
- Posts: 10
- Joined: Tue Jan 04, 2011 3:16
- Location: Middle of Nowheresville Il.
Re: Curiosity Question.
Huh. That glitch could actually be pretty useful. I could see using it to create an invisible wall out of a monster. Then maybe teleport x units to the left and, "Oh no!! That wall was a --(head blown off by rocket)"
I'd still like to know how 3D floors factor into what is rendered and what isn't. I'm not sure how I would test something like that.
I'd still like to know how 3D floors factor into what is rendered and what isn't. I'm not sure how I would test something like that.
"It's kinda like being a hamster."
"Oh...got it."
"Oh...got it."