Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish.

This commit is contained in:
Zed A. Shaw 2025-02-25 00:56:54 -05:00
parent 29e6d45dc6
commit 5179709e3c
7 changed files with 13 additions and 13 deletions

View file

@ -75,7 +75,7 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
auto& lights = $level.lights->lighting();
// sort sprites from far to close
auto sprite_order = $level.collision->distance_sorted({(size_t)$pos_x, (size_t)$pos_y});
auto sprite_order = $level.collision->distance_sorted({(size_t)$pos_x, (size_t)$pos_y}, 500);
// after sorting the sprites, do the projection
for(auto& rec : sprite_order) {