Timeline for How to optimize the distance function?
Current License: CC BY-SA 3.0
12 events
| when toggle format | what | by | license | comment | |
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| Aug 3, 2014 at 19:29 | comment | added | Alexander Gruber | If you have objects that you don't expect to move, like buildings, for example, it might be worth it to take a 2D taylor series of the distance function, truncate it at the square term, and then store the resultant function as the distance function from that particular building. That would relocate some of the grunt work to initialization and could speed things up a little bit. | |
| Jan 24, 2014 at 11:53 | answer | added | joeytwiddle | timeline score: 3 | |
| Jan 24, 2014 at 6:25 | answer | added | bcrist | timeline score: 32 | |
| Jan 24, 2014 at 5:36 | answer | added | joeytwiddle | timeline score: 22 | |
| Jan 24, 2014 at 5:24 | answer | added | Keith | timeline score: 2 | |
| Jan 24, 2014 at 0:27 | vote | accept | Grimshaw | ||
| Jan 24, 2014 at 0:24 | answer | added | Tetrinity | timeline score: 4 | |
| Jan 24, 2014 at 0:04 | history | tweeted | twitter.com/#!/StackGameDev/status/426505730272010240 | ||
| Jan 24, 2014 at 0:04 | history | edited | House | CC BY-SA 3.0 |
deleted 10 characters in body; edited tags; edited title
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| Jan 24, 2014 at 0:02 | comment | added | House | Related: Are there any disadvantages of using Distance Squared checks rather than Distance? | |
| Jan 23, 2014 at 23:46 | answer | added | concept3d | timeline score: 28 | |
| Jan 23, 2014 at 23:40 | history | asked | Grimshaw | CC BY-SA 3.0 |