Re:Graveyard Keeper: How the graphics effects are made
by clarry on Thursday November 01, 2018 @04:50PM
(#18358305)
I mean, my point was that a few dozen light sources times a few hundred sprites isn't large amounts of math, unless they're doing something really fancy with each pair. Language speed definitely isn't key here. It's got to be something else.
Re:Graveyard Keeper: How the graphics effects are made
by beetwenty on Thursday November 01, 2018 @05:12PM
(#18358495)
Finding the nearest three light sources is the main bottleneck, and in scenarios with many lights, is highly dependent on having a broadphase algorithm to filter them out early. If they did it the naive way, the algorithm becomes O(number of sources * number of lit objects).
But that doesn't seem to be their concern here, either. Optimizing broadphase collision is a well-understood problem, and the scenario of finding the nearest is only slightly different from that.
100% supposition.