The Gronk
Colon Pounder
Yes, although they haven't been written down yet.is there patch notes for 17.1?
Joking aside, check the first post of each new bug-reporting post to find the latest patch notes.
Yes, although they haven't been written down yet.is there patch notes for 17.1?
I said:"It really does not matter at this point since the system is fast enough for the area it needs to scan." No, it isn't. You already admitted that it's a bottleneck. No system is fast enough that it doesn't need improving.
How else are you going to free up enough system resources for essential features like pbr textures?<snipped for space>
Since when is a discussion on efficient use of system resources a pissing contest?Gaarrreat. A pissing contest.
Cheers
why? it just means 48% have not played yet52% positive reviews for 7 days to die over the past 30 days.. That's.. Worrying?
Most negative reviews I've read seem to share the same point, which is the fact that the only actual way of leveling up is by killing zombies, and nothing else, which forces the more builder type of players (among other non-offensive types) to change their gameplay style to another they don't enjoy as much.52% positive reviews for 7 days to die over the past 30 days.. That's.. Worrying?
Chessboard movement has nothing to do with A*. It has everything to do with the fact that the "graph" is a bunch of cubes. Other pathfinding algorithms would mostly use the same graph. You could mitigate the chessboard effect by connecting the diagonals for example, but there are obvious issues with that: resource usage being the big one. You've mentioned before switching to direct pathing once they get close which may be a good idea but I think there may be some no-trivial and non-obvious problems in practice.Don't get me wrong, A* has its place. I've implemented myself pretty recently (and will have to do so again to use the new job system) but it really shouldn't be used where the player can see it otherwise you end up with chess-board movement.