aboutsummaryrefslogtreecommitdiff
path: root/textures/base/pack
diff options
context:
space:
mode:
authorJens Rottmann <30634967+JRottm@users.noreply.github.com>2017-08-05 01:42:39 +0200
committersfan5 <sfan5@live.de>2017-08-05 12:38:11 +0200
commit248a1a8d65c483edcab328d898cc570071d6a182 (patch)
tree64a491330e6d1b5fb1afe7935899376466db77cf /textures/base/pack
parent0c893ea1232c96f43d6934bdce8f954ae05b1203 (diff)
downloadminetest-248a1a8d65c483edcab328d898cc570071d6a182.tar.gz
minetest-248a1a8d65c483edcab328d898cc570071d6a182.tar.bz2
minetest-248a1a8d65c483edcab328d898cc570071d6a182.zip
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.
Diffstat (limited to 'textures/base/pack')
0 files changed, 0 insertions, 0 deletions