You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
In particular, heat transfer through static metal blocks is unnecessarily performance intensive. We don't need to use collisions for these because we know their positions. In fact, we probably don't need collisions for crate to block transfer. We can possibly precompile a map of squares that have heat transfer relationships with static blocks and check if heatables are in those squares, in a loop in the foreground layer.
The text was updated successfully, but these errors were encountered:
In particular, heat transfer through static metal blocks is unnecessarily performance intensive. We don't need to use collisions for these because we know their positions. In fact, we probably don't need collisions for crate to block transfer. We can possibly precompile a map of squares that have heat transfer relationships with static blocks and check if heatables are in those squares, in a loop in the foreground layer.
The text was updated successfully, but these errors were encountered: