F.L.E thread 2

Miscellaneous Forums/Blitz Showcase/F.L.E thread 2

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A sidenote:
Working with FLE gave me some new motivation to optimize some grass functions. Currently I got a system working that is using 4 million virtual Grass quads. Physicly there are only 400 in use, just positioned around the camera, using entityAutoFade to fade from grass to nongrass. This prevents the grass poping in and out pretty well. I got 4 Million precalculated positions and rotations for the quads, stored in a 2d array, so I only got to calculate the player position inside the array. Works very well, is really fast.



EDIT:
Then again you should consider: 4 mio positions and rotations are eating 80 megabytes of ram (flag,x,y,z,pitch), tho probably this could be otimized a bit by packing multiple values into some longs, eg. the flag and pitch together surely don't need more than 16 bit... I also tried to use a system that created the positions using location-initialized random-seed, but unfortunately there is a small pause whenever the player crosses the border between 2 clusters, that is about every 20 "meters".