beyond-all-reason / beyond-all-reason/RecoilEngine
Optimization for beamlaser and lightningcannon units
- Dominant language
- C++
- Stars
- 679
- Forks
- 290
- Avg merge
- 3d 2h
- Merged PRs (30d)
- 40
Description
Beamlaser and lightningcannon type of weapon is pretty heavy.
Most obvious way for optimization for beamlaser and lightningcannon is apply damage only once in 2-3 ticks. While visually it's gonna be updated every tick.
This is how it's looks if i try do this via gamefiles.
https://www.youtube.com/watch?v=eKO0IO8J8zw (Hit every 1 tick)
https://www.youtube.com/watch?v=vhzk0N9XxKU (Hit every 3 tick)
For (Hit every 3 tick) i applied this setting for armbanth unit:
beamburst = true,
beamdecay = 100,
beamtime = 0.07,
burst = 300,
burstrate = 0.0999,
P.S I don't know if this possible to solve via gameside or it's need to be solved via engine.
Contributor guide
Research direction
No files, tests, or entry points are named. Reproduce the two linked demonstrations and compare the provided armbanth settings, then trace whether beamlaser and lightningcannon damage timing is controlled in game-side data or the engine; done means damage is applied every 2–3 ticks while visuals still update every tick.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev, performance
- Issue type
- Refactor
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 32/100