Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: LAM3O on March 22, 2003, 12:16:51 pm
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i thought it was jus me but:
Rarely, enemy ships won't be affected by my weapons. My weapons hit sheilds, i can collide with them, hit them with missiles, but my primaries pass right through them. After forcing myself to collide with an enemy ship the problem usually goes away, then it might come back, then go away, and eventually it stays away after a few minutes.
It doesn't happen very often, i think i remember it happening in the main freespace 2 campaign as well as user campaigns.
I posted this on the hard light forum but now that i know it's not just me maybe it's something you guys could look into, thanks.
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Also remember to report this via bugzilla.
http://fs2source.warpcore.org/bugzilla/index.cgi
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Explanation of the problem given in your original thread (http://www.hard-light.net/forums/index.php/topic,14035.0.html), Lam3o.
Limits can be raised, but then people try to exceed the new ceilings, and the same problems happen again.
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What is this collision pairs list? Is it just a very large finite array? Because if it is we could try and replace it with something like a linked list which is only limited by the amount of memory on your system, and the speed your computer can traverse the list.
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But then you have to change the interface of every instance of that data structure and every access method to deal with your new list. There are data structures that may be more appropriate, but simply switching to linked lists is not the answer. They are horrendously slow when you are trying to look up specific data.
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##Unknown Player##, volition had very good reasons for not using linked lists for these things, and they can be summed up in four words - "linked lists are slow".
That might nto always be true, but for their cases, seraching through a linked list would be slower than through an array, and as it's something that's done very often, even a small speed difference would cause the run=time to increase a lot.
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Originally posted by Fry_Day
##Unknown Player##, volition had very good reasons for not using linked lists for these things, and they can be summed up in four words - "linked lists are slow".
That might nto always be true, but for their cases, seraching through a linked list would be slower than through an array, and as it's something that's done very often, even a small speed difference would cause the run=time to increase a lot.
Yes it would be slower, but would it be slower-enough to cause the game to suffer significant performance?:nervous:
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Originally posted by vyper
Yes it would be slower, but would it be slower-enough to cause the game to suffer significant performance?:nervous:
Thats what he is saying. A "minor" change would hinder performance alot.