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author | Star Rauchenberger <fefferburbia@gmail.com> | 2022-03-15 12:58:42 -0400 |
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committer | Star Rauchenberger <fefferburbia@gmail.com> | 2022-03-15 12:58:42 -0400 |
commit | 4b52f51404aca45a7d5d8e5998649ff67df97bbd (patch) | |
tree | 877d9feeaf3e11e19417b9381499585145d3d673 | |
parent | fbee8b6c35e3bf55ad02c30f354bd42b2c245a1b (diff) | |
download | ether-4b52f51404aca45a7d5d8e5998649ff67df97bbd.tar.gz ether-4b52f51404aca45a7d5d8e5998649ff67df97bbd.tar.bz2 ether-4b52f51404aca45a7d5d8e5998649ff67df97bbd.zip |
instead of ticking the entire screen every lighting update we only tick a chunk size around the player
is this helping?
-rw-r--r-- | src/game.cpp | 8 |
1 files changed, 6 insertions, 2 deletions
diff --git a/src/game.cpp b/src/game.cpp index 7c67daa..170f584 100644 --- a/src/game.cpp +++ b/src/game.cpp | |||
@@ -806,10 +806,14 @@ void Game::update(size_t frameTime) { | |||
806 | } | 806 | } |
807 | } | 807 | } |
808 | 808 | ||
809 | int x1 = player_x - curZoom * ZOOM_X_FACTOR / 2 - 1; | 809 | /*int x1 = player_x - curZoom * ZOOM_X_FACTOR / 2 - 1; |
810 | int y1 = player_y - curZoom * ZOOM_Y_FACTOR / 2 - 1; | 810 | int y1 = player_y - curZoom * ZOOM_Y_FACTOR / 2 - 1; |
811 | int x2 = player_x + curZoom * ZOOM_X_FACTOR / 2 + 2; | 811 | int x2 = player_x + curZoom * ZOOM_X_FACTOR / 2 + 2; |
812 | int y2 = player_y + curZoom * ZOOM_Y_FACTOR / 2 + 2; | 812 | int y2 = player_y + curZoom * ZOOM_Y_FACTOR / 2 + 2;*/ |
813 | int x1 = player_x - CHUNK_WIDTH / 2 - 1; | ||
814 | int y1 = player_y - CHUNK_HEIGHT / 2 - 1; | ||
815 | int x2 = player_x + CHUNK_WIDTH / 2 + 2; | ||
816 | int y2 = player_y + CHUNK_HEIGHT / 2 + 2; | ||
813 | 817 | ||
814 | tick(x1, y1, x2, y2, false, true); | 818 | tick(x1, y1, x2, y2, false, true); |
815 | tick(x1, y1, x2, y2, false, true); | 819 | tick(x1, y1, x2, y2, false, true); |