An algorithm for vehicle streamers
#2

Should also consider the Grid System. Think of it as standard location except much smaller. Example, X coordinates 0 through 100 is 0, 100 through 200 is 1. By setting the 8 grids surrounding each player for streaming, you could search through vehicles and stream the ones who Grid corresponds with grids set for streaming

Example:
v = Vehicle not streamed
V = Vehicle is streamed
P = Player
S = Streaming no vehicles
Код:
  5 [ ][ ][ ][ ][ ][ ][ ][ ][ ]
  4 [S][S][S][ ][ ][ ][S][S][S]
  3 [S][P][S][v][ ][ ][V][P][V]
  2 [S][S][S][ ][ ][ ][S][P][S]
y 1 [ ][ ][ ][ ][ ][ ][S][S][S]
   x 1  2  3  4  5  6  7  8  9
Using this, you don't have to determine distance, just stream the 8 grids around a player's grid

Example:
Player X,Y = 300,400
Convert X,Y = 300/100,400/100 //If X or Y coordinate is negative, subtract 1 for consistency
Grid X,Y = 3,4

So player grid = 3,4
just stream the surrounding grids
Код:
  6 [ ][ ][ ][ ][ ]
  5 [ ][S][S][S][ ]
  4 [ ][S][P][S][ ]
  3 [ ][S][S][S][ ]
  2 [ ][ ][ ][ ][ ]
y 1 [ ][ ][ ][ ][ ]
   x 1  2  3  4 5
Streamed Grids:
2,3
2,4
2,5
3,3
3,4 -- Player's Grid
3,5
4,3
4,4
4,5


ADDITIONAL:
Also note that you only have to stream vehicles that players are not in, which means you only need to obtain their coordinates once a player has exited the vehicle or if the vehicle spawns.


I used this system to create a 3D Text streamer, worked flawlessly but was never able to stress test it properly
Reply


Messages In This Thread
An algorithm for vehicle streamers - by Double-O-Seven - 10.10.2011, 20:07
Re: An algorithm for vehicle streamers - by Joe Staff - 10.10.2011, 20:17

Forum Jump:


Users browsing this thread: 1 Guest(s)