- Joined
- Feb 27, 2019
- Messages
- 912
Dead item benefits:
1. Dead items on the map dont have any pathing. F.e. a living item can be placed on a dead item but a dead item cant be placed on a living item.
2. In certain situations, probably when an item is placed on its own location, the function SetItemVisible(item, false) executes much faster for dead items compared to living items.
3. Dead items cant be destroyed by taking damage or be removed from the game via triggers. This, in conjunction with no pathing, can render the need to use SetItemVisible or SetItemPosition after item usage absolete.
Creating a deadborn item:
A deadborn item can be created by setting its life to 0 in the editor.
Removing a deadborn item:
Deadborn items can be removed from perishing or when used on acquire. For that reason, it makes sense to enable these options for deadborn items.
Example:
Attached concept example using Check Walkability and two triggers, the difference being one is vanilla with living item and the other uses a deadborn item. Original: Check Walkability
EDIT: It appears the difference in performance in the test map is only when the living item is placed within its own position within the same frame or potentially during different frames. The difference when testing with random locations is almost negligable. The conclusion in regards to performance is that dead items perform better in certain situations but how likely those situations are to occur is unknown.
1. Dead items on the map dont have any pathing. F.e. a living item can be placed on a dead item but a dead item cant be placed on a living item.
2. In certain situations, probably when an item is placed on its own location, the function SetItemVisible(item, false) executes much faster for dead items compared to living items.
3. Dead items cant be destroyed by taking damage or be removed from the game via triggers. This, in conjunction with no pathing, can render the need to use SetItemVisible or SetItemPosition after item usage absolete.
Creating a deadborn item:
A deadborn item can be created by setting its life to 0 in the editor.
Removing a deadborn item:
Deadborn items can be removed from perishing or when used on acquire. For that reason, it makes sense to enable these options for deadborn items.
Example:
Attached concept example using Check Walkability and two triggers, the difference being one is vanilla with living item and the other uses a deadborn item. Original: Check Walkability
EDIT: It appears the difference in performance in the test map is only when the living item is placed within its own position within the same frame or potentially during different frames. The difference when testing with random locations is almost negligable. The conclusion in regards to performance is that dead items perform better in certain situations but how likely those situations are to occur is unknown.
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