Particles in pipes are quite laggy
octylFractal opened this issue · 2 comments
Every single pipe more complex than a transport has the occasional moving particle effect through the pipes, which is really cool looking and I don't want to get rid of it. However, it's trail is composed of many individual entities, and these die every tick and a new one is created. This may have been efficient before the switch to entities having UUID
s, but now that every new entity creates a new UUID
the secure random function to generate a new UUID
just takes up way too much time. Is there a way to rewrite that so it just moves an entity or two along the pipe path?
Addressed in 85237be.
I actually wanted to create newer particles with less load, the ones now are cool but have a lot of moving parts. I was thinking of perhaps a single line moving through the pipes instead of a trail.
On Nov 21, 2014, at 10:18 AM, Kenzie Togami [email protected] wrote:
Every single pipe more complex than a transport has the occasional moving particle effect through the pipes, which is really cool looking and I don't want to get rid of it. However, it's trail is composed of many individual entities, and these die every tick and a new one is created. This may have been efficient before the switch to entities having UUIDs, but now that every new entity creates a new UUID the secure random function to generate a new UUID just takes up way too much time. Is there a way to rewrite that so it just moves an entity or two along the pipe path?
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