Mobs refactoring
#5
Just getting the block array is quite a big deal - each such array is 32^3 blocks copied from the chunks' data, and there could be hundreds of mobs in *each* world. This could actually kill the server performanceTongue
Not to mention ghasts - they have a much longer sight range, afaik, maybe 128 blocks? so 256^3 blocks? Ugh!

And that's only pathfinding, but I was more referring to the AI, choosing what to do next, that's what's bothering me. When does a zombie decide that breaking a door is a better idea than walking around looking for villagers to maul?
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Messages In This Thread
Mobs refactoring - by xoft - 05-31-2012, 09:22 PM
RE: Mobs refactoring - by Taugeshtu - 05-31-2012, 09:29 PM
RE: Mobs refactoring - by xoft - 05-31-2012, 09:32 PM
RE: Mobs refactoring - by Taugeshtu - 05-31-2012, 09:38 PM
RE: Mobs refactoring - by xoft - 05-31-2012, 09:43 PM
RE: Mobs refactoring - by Taugeshtu - 05-31-2012, 09:51 PM
RE: Mobs refactoring - by NiLSPACE - 05-31-2012, 11:21 PM
RE: Mobs refactoring - by xoft - 05-31-2012, 11:23 PM
RE: Mobs refactoring - by Taugeshtu - 06-01-2012, 12:08 AM
RE: Mobs refactoring - by NiLSPACE - 06-01-2012, 12:40 AM
RE: Mobs refactoring - by xoft - 06-01-2012, 02:33 AM
RE: Mobs refactoring - by NiLSPACE - 06-01-2012, 02:35 AM



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