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authorJens Rottmann <30634967+JRottm@users.noreply.github.com>2017-08-05 01:42:39 +0200
committerSmallJoker <mk939@ymail.com>2018-06-03 17:31:59 +0200
commitb3ffe675c33104936dc3914d482942d5685f645e (patch)
tree9b34e93624e2e330821ad45db140689509b36802 /build/android/patches
parent90a9e4e69fac32f368b275428fa42407ea9b7883 (diff)
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Add tiny Y offset in collisionMoveSimple() to tweak performance
Another small general problem: the player is always standing exactly on the bondary between 2 nodes e.g. Y=1.5 is exactly between nodes Y=1 and Y=2. floatToInt() and myround() will round +/-n.5 always 'outwards' to +/-(n+1), which means they behave differently depending on where you are: they round upwards above sea level and downwards when underground. This inconsistency comes from the way the coordinates are calculated, independent of the specific C++ code. The result is a tiny bit of lost performance when moving underground, because 1 node level more than necessary is checked for collisions. This can be amended by adding a tiny offset to minpos_f.Y, like @paramat suggested. This is not an elegant solution, but still better than wasting CPU.
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