It is my first attempt on creating a compass so maybe later on when trully needed i may work with geometry
Also nice job there @NWSpacek
Are you able to view the videos you posted? Because I can’t.
Yeah, they are gyazo based mp4 links
Here are the gifs if you cant view the mp4
https://gyazo.com/8c55a613e353cebed6760f3970f0baeb
https://gyazo.com/02f7def8f1cfd738aff1bb5806497a64
I found the problem: you need to have spaces in between the text and the URL.
Incorrect:
my own game:http://gyazo.com
Correct:
my own game: http://gyazo.com
A few things to note: the numbers flash by very quickly on the linear display. You may want to consider slowing down the motion.
The numbers move in the opposite direction than they should. When you turn left, the numbers should move right to stay with the world geometry.
Atan2 will definitely help in this situation.
The motion is pretty basically based on the player’s head rotation speed, so if i actually use tweening i could slow it down maybe.
Also, thank you for warning me bout the movement direction (as i thought this was the correct direction and changed it to negative value .-. ) i am going to fix it soon
So I actually have no use for the rotating minimap I made, as it takes more processing power than I’m willing to devote to a mere map. If anyone thinks they could use this in their game, let me know and I’ll gladly make it public domain as it was just an hour-long side project.
Photoshop did that thing where it makes my gif really fast, so here’s a demo place
EDIT: 5 internet points to whoever can name that map:
gg yes re
Darude sandstorm?
SFOTH IV
gg ez no re
I didn’t notice any performance issues in-game, but I have a decent rig so maybe that’s why. How is it faring in Studio?
>
Queue Shia Labeouf meme
Someone will inevitably want it, so no reason to hold back until someone specifically asks you. By open-sourcing it you’ll potentially see someone post an update to it which makes it performant enough to use in your game, so even more the reason.
Indeed, open source it. I for one will probably use it if I ever get back to my FPS, which may be soon actually.
I notice it centers on the camera which makes things odd if you zoom way out. Not a hard thing to fix though.
I actually just managed to optimize it to around triple efficiency with math tricks, so it could probably be used in a real game now. However, I already offered to make it public so I won’t go back on that now. If anyone manages to significantly optimize it further, please send it back to me. And, of course, credit would be nice if it ends up going anywhere.
MinimapTest.rbxl (16.3 KB)
It’s pretty flexible, and supports whatever dimension you set the Minimap Frame to, enjoy.
And Ultimate Paintball by Miked
Nice!
Condensing it to this gives about a 30% performance boost
You could also calculate magnitude by yourself, and separate your vectors into individual variables. (Accessing Vector3s are like table accesses which are slow in comparison afaik)
iirc magnitude is faster internally than it would be to calculate in lua.
Good to know, well the variable separation still applies.
Also instead of /2 you can do 0.5 a lot of processors handle multiplication faster.
And I believe xx is faster than x^2
It’s something. I tried doing all the micro-optimizations like binding math/Vector/CFrame functions to local variables, or minimizing the amount of function calls, but they barely change anything.
I didn’t think of using the side definition of sin and cos, though, and that definitely makes the most significant difference here. (Except yours are backwards; sin = x/h, cos = y/h)
More math optimizations like that are the best way to seriously increase efficiency, but I’m out of ideas for now.
When I zoom out it messes it up, Is this intentional?