water in halflife, coding question

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not sure whether this goes into coding as it is not a esf code question, mapping, off topic, so i decided to post here

is it possible to have lagless water in half life? where it doesnt tremendously eat your fps if theres a large amount? i remember the esf island map by stryker wasn't at all very laggy... is there a way to code it in so that it doesnt lag? or any mapping techniques to seriously reduce it?
 
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Are you using one single brush for the water, or many? Wave and transparency settings probably have the most significant effect, but I don't think you'll find much to change at the source code level. As far as the engine cares, water is just a special type of door:

Code:
LINK_ENTITY_TO_CLASS( func_water, CBaseDoor );
So take a look at the CBaseDoor (in doors.cpp) if you want to mess around with it, but to be honest I can't really think of much you could do that way. You'd have to define your own class and link func_water to it if you change a lot, since whatever you change will effect normal doors as well.
 

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