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3-dimensional Z-level support, Core Part 2: efficiently process active items in 3D [$100] #6820
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Define "average system"? That'll be a Bugbear, I fear. |
We'll be getting specific benchmark figures to hit, hopefully, before anyone starts working on these. I'm just getting up the initial frameworks for now. |
I assume this is refering to the average case of just one z-level actually being used? I can guarantee you, setting a skyscraper on fire will be slower than setting a 1-story house on fire, and with good reason. |
That's as may be, but if it lags the game into unplayability, then we don't have functioning z-levels. Worst case, worldgen option to cap the amount of aboveground z-levels (with menu suggestions for various hardware?) could be a workaround. |
Does this need anything more? |
Yea, I may have accidentally addressed this sufficiently when I was
optimizing monster and item processing in general, if no action is needed
I'll look into closing out the bounty and redistributing the money to other
z-level bounties.
|
What about the first part (ie. process stuff on all z-levels)? |
If you implemented part and the rest is unnecessary, you'll get the whole
thing.
|
Master Ticket #6822
This will be a "bounty issue" for the development of z-line track development.
This has following requirements:
Process active entities (items, monsters, fields, etc.) on all z-levels.
This should not cause a notable decrease in in performance on an average system.
Did you help close this issue? Go claim the $100 bounty on Bountysource.
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