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So I abandoned this method

(2 edits)

It may not be ideal for what you are doing. Yours is a first person shooter. For what I'm doing, I don't need a lot of action components. I made a perimeter around the walls, and took out all of the extra stuff. I was able to maintain an almost consistent frame rate ~38-41.

I am going to try and see next if I can figure out how to broaden the ray to give a wider perspective, and see how that acts.

[edit] upon trying the broader perspective I am unsatisfied with the gaps that appear from the thinning rays. I may try wider tiles. I'm undecided at this point. I do like to experiment with it; it is a vast improvement over the previous method.


(1 edit) (+1)

Yes, the perspective can be changed using the number of rays and the variable "Angle_step" For example, in the screenshot, the perspective is set to 180 degrees. If you take 181 rays and a variable of 0.5, then there will be 90 degrees, etc.

It's hard for me to explain, English is not my language. I will post a simplified example of the second optimization method and you will look at the frame rate