May 28th, 2021
Snutt & Ben Talk: Light Pooling
https://www.youtube.com/watch?v=dyqOMITwLsY&t=691
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Ben
So for the lights, we use an implementation that's quite common in games called pooling.
So basically what it does, it has a lot of information points of like, okay, here could be a light, there could be a light, there could be a light.
And we have an additional background thread for that.
Hence, people might have seen some crashes there.
But the background thread basically looks where the player is and then gets all those points.
Okay, these are relevant.
So we have a beautiful debug view for that.
Where we can see all those points.
So these lights have one on the top and one on the bottom.
And here you can maybe see this one is of class of a light.
So there's a spotlight being pulled right here from this buildable.
And that way if I
change the amount of lights are allowed.
We might put these in the description too, because people can use these commands in the game too.
So if you put one light, then it will try to find the most relevant light
for the player
Snutt
gotcha and this explains for some people have noticed that like if they have a ton of lights and they're running around the factory sometimes they can see like turn off in the distance and that's because of the cooling system that's like telling the game that's like there's too many lights going on right now okay not everyone can be on at the same time okay cool
Ben
that's kind of the problem with it um in theory you can have