when i get home later, should time be on my side (it normally isnt these days!) i shal build some demo stuff with this. i would truly recomend keeping surface count down. My games fps gets killed when i LoadAnimMesh something huge (which needs doing for "bone" control via script).
Also, optimise camerarange, and have an array to store distance (as entittydistance may be slow, but i havent seen any loss from it yet. I will see about that later too! i am using entitydistance close on *does calculations* *chokes* 128000 a frame (enemies*enemies*2))
then use for example
...at the beginning of the loop....
Objectdistance(o)=entitydistance(player,object(o))
and later:
If objectdistance(o)>TheCameraRange then Entitytype object(o),0
You could also use camerapick command to see if an entity is on screen, but i dont have time to explain that one here.
Catch y'all later
Also, optimise camerarange, and have an array to store distance (as entittydistance may be slow, but i havent seen any loss from it yet. I will see about that later too! i am using entitydistance close on *does calculations* *chokes* 128000 a frame (enemies*enemies*2))
then use for example
...at the beginning of the loop....
Objectdistance(o)=entitydistance(player,object(o))
and later:
If objectdistance(o)>TheCameraRange then Entitytype object(o),0
You could also use camerapick command to see if an entity is on screen, but i dont have time to explain that one here.
Catch y'all later