Jump to content

Photo

Internal LargeDistance


  • Please log in to reply
5 replies to this topic

#1 Evan20000

Evan20000

    P͏҉ę͟w͜� ̢͝!

  • Members
  • Real Name:B̵̴̡̕a҉̵̷ņ̢͘͢͜n̷̷ę́͢d̢̨͟͞
  • Location:B̕҉̶͘͝a̶̵҉͝ǹ̵̛͘n̵e̸͜͜͢d҉̶

Posted 01 April 2021 - 04:30 AM

Zoria asked me to post this here officially.


My pitch is that LargeDistance be moved lower level into the engine so that larger scripts that call one of the most useful functions in std.zh be optimized substantially as this function is near omnipresent in advanced enemy, boss, item and even level mechanic design.


  • Mitchfork and Emily like this

#2 Emily

Emily

    Scripter / Dev

  • ZC Developers

Posted 13 April 2021 - 02:17 PM

agreed, internalizing common functions makes scripts more efficient.



#3 Evan20000

Evan20000

    P͏҉ę͟w͜� ̢͝!

  • Members
  • Real Name:B̵̴̡̕a҉̵̷ņ̢͘͢͜n̷̷ę́͢d̢̨͟͞
  • Location:B̕҉̶͘͝a̶̵҉͝ǹ̵̛͘n̵e̸͜͜͢d҉̶

Posted 13 April 2021 - 04:54 PM

Next most common would probably be Angle followed by Vector X/VectorY.

...Wow, turns out math is pretty important. :blah:


  • Mitchfork and Russ like this

#4 Timelord

Timelord

    The Timelord

  • Banned
  • Location:Prydon Academy

Posted 22 April 2021 - 08:23 AM

Started adding an internal Distance(). I will need someone to volunteer to check if it works, and if so, i can examine the 'large'' variant. 5 args is a bit much, but...possible 



#5 Timelord

Timelord

    The Timelord

  • Banned
  • Location:Prydon Academy

Posted 22 April 2021 - 11:21 AM

Distance(x1,x2,y1y2,scale) is also now internal.

 

The old versions remain available as std::Distance(...).


  • Evan20000 likes this

#6 Evan20000

Evan20000

    P͏҉ę͟w͜� ̢͝!

  • Members
  • Real Name:B̵̴̡̕a҉̵̷ņ̢͘͢͜n̷̷ę́͢d̢̨͟͞
  • Location:B̕҉̶͘͝a̶̵҉͝ǹ̵̛͘n̵e̸͜͜͢d҉̶

Posted 22 April 2021 - 03:23 PM

Thank you very much. This'll greatly help with larger math-heavy scripts.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users