Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish.
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7 changed files with 13 additions and 13 deletions
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@ -75,7 +75,7 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
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auto& lights = $level.lights->lighting();
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// sort sprites from far to close
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auto sprite_order = $level.collision->distance_sorted({(size_t)$pos_x, (size_t)$pos_y});
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auto sprite_order = $level.collision->distance_sorted({(size_t)$pos_x, (size_t)$pos_y}, 500);
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// after sorting the sprites, do the projection
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for(auto& rec : sprite_order) {
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