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  1. #16
    amadmonk's Avatar Active Member
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    Yeah, among other things it makes it really hard to project data across lists. Well, harder.

    With one list you can do "give me GameObjects named 'Peacebloom' or Units named 'Bob'" (why you would want to do that is beyond me, but you COULD).

    With multiple lists, you lose that ability (without additional magic that could easily break...)

    Better to just keep one list and filter it as needed; it's not like performance is the bottleneck (come on, if you're doing it with FPS, that's at most what, 50-60 times per second? even poky old C# can keep with sorting a list of 100 or so objects 50-60 times per sec )
    Don't believe everything you think.

    Object Manager's reach
  2. #17
    RoKFenris's Avatar Member
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    Originally Posted by lanman92 View Post
    I can't see that being that way. If so, why can we see all of the mobs in the other cells adjacent to us? Right before we cross the border of one, we can see the other cell's objects. The radius is probably about 100 yds like nesox said.
    Use some tracking cheat or radar and run around any area with lots of objects you can track (or even eat something that lets you track humanoids and run around Dalaran) and you'll see how objects "pop in" as a group inside a roughly square shape, and as you return to parts you already left the rough squares are exactly in the same place.
    From a programmer point of view it's obvious. Way faster for the server to pre-sort objects using some way to partition the space than to calculate the distance of everything to every player

  3. #18
    ramey's Avatar Member
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