Another major benefit is that if the building is targeted by Gary’s building-crusher tentacles, they’ll only knock down one section (assuming you don’t stop them first), so you won’t e.g. There are a bunch of benefits, although the main one is that the game only has to figure out one section of the building at a time rather than having to process the whole thing – which makes it easier and faster to build the sections too. One useful trick I’ve found is to break medium to large buildings up into rooms or sections, which are built as separate buildings. It’s especially likely if you’re building large or complex buildings – bigger buildings are likely to cross multiple regions (think of them like chunks in Minecraft – imagine building a redstone contraption that covers multiple chunks and causes all of them to be updated at the same time) and thus create a lot more work for the computer when it has to update them. Yeah, the pop and cheer sound is the standard “construction complete celebration.”Įvery time a building is completed, the game has to re-calculate the terrain region around it (this info is used to speed up and simplify pathfinding), which is pretty processor-intensive… it may simply be that your computer is reaching its limits of how much it can do at once when it’s calculating this info.
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