Timeline for Efficient way to store entities in javascript
Current License: CC BY-SA 3.0
9 events
when toggle format | what | by | license | comment | |
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Mar 10, 2016 at 22:18 | answer | added | Steven Lambert | timeline score: 1 | |
Mar 8, 2016 at 9:03 | comment | added | Apolo | I had this idea from some dev blogs about minecraft (which has an exceptionnaly modular world with lots of entities) | |
Mar 8, 2016 at 9:02 | comment | added | Apolo | Chunks are also a big help to reduce the number of entities tested in a lot of algorithms that need to discover the close environment of an entity (like collision or pathfinding) | |
Mar 8, 2016 at 8:59 | comment | added | Apolo | Not tested but I have something in mind: imagine 3 areas around player (from closest to farthest) : Render zone (what is drawn), Living zone (what is getting cpu time and stored in memory), Dead zone (what is stored on storage). I handle this with chunks (I need to find an efficient size for chunks), every chunk is attached to one of these area (may vary when player move) | |
Mar 7, 2016 at 19:13 | comment | added | Nathan K | Have you actually tested anything? Modern computers are quite powerful... | |
Mar 2, 2016 at 15:39 | review | Close votes | |||
Mar 2, 2016 at 16:17 | |||||
Mar 2, 2016 at 15:28 | comment | added | Vaillancourt♦ | Start small, and see how you can make it grow, and improve what needs to be improved after inspecting and profiling. | |
Mar 2, 2016 at 15:27 | comment | added | Vaillancourt♦ | You should design your game for your target device. It may not make sense to have 1000+ entities to manage at once for a platform that would in any case not support it. | |
Mar 2, 2016 at 14:55 | history | asked | Apolo | CC BY-SA 3.0 |