Tuesday, September 6, 2011

EQClassic - Zone Geometry Mapping III

As it turns out, our new collision detection system does not offer any speedup** over the old, as EQEmu's segment / triangle collision routine is virtually the same as mine. Admittedly, I did not investigate their solution--I just assumed it was terrible. I am strictly speaking about the mathematics behind their collision detection and not the entire line of sight system, which has been greatly improved. There exist several opportunities for optimization, but it is not of interest at this time considering the average passive line of sight check is less than two microseconds (1.3E-6 seconds).

I am going to put the remainder of the zone explorer program (node placement) on hold, as this would require a significant investment in time. I am not convinced that it would as beneficial as its cost would suggest. I may add support to the zone explorer to read in node data and display it, though.

I believe I will be returning to spells (these are almost done) and then heading back to NPCs to rewrite the entire AI decision tree.

**With regards to the collision detection algorithm, but the new line of sight system is roughly three times faster.

2 comments:

  1. Think you could post what you have of your zone explorer to github or something? Could prove valuable to others.

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  2. The algorithm, perhaps, but I do not share source code, especially given the number of phishing attempts made on our source over the past year.

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