Optimize Search Algorithm to find Most dense part in rhythm game map.
Hello, so i am struggling with a logic problem, i am writing a 3d rhythm game where notes approach at you(a rewrite for this game https://www.youtube.com/watch?v=t40kkLAAvtk)
I need to be able to calculate the MAX amount of notes that will be rendered at a time so i can just create a statically sized array for instances to render to optimize
now the 2 things i am working with are an approach time, hitwindow, and each notes time
to get the max lifetime of a note i just need to add approach time to hitwindow
so now i have a notes lifetime and each notes specific time into the song
so i have written out a solution, now i need to optimize it, there is absolutely NO room for error as this is determining the amount of memory to allocate for notes
I need to be able to calculate the MAX amount of notes that will be rendered at a time so i can just create a statically sized array for instances to render to optimize
now the 2 things i am working with are an approach time, hitwindow, and each notes time
to get the max lifetime of a note i just need to add approach time to hitwindow
so now i have a notes lifetime and each notes specific time into the song
so i have written out a solution, now i need to optimize it, there is absolutely NO room for error as this is determining the amount of memory to allocate for notes
YouTubeazer
done last stream, sorry for taking so long to upload!
i've been playing osu! a lot recently and earlier today got a 112pp play in just 11 days of playing! :)
Rhythia Settings:
---------------------------
Please note that I do regularly change my settings when I feel like I need a change. If I am streaming and you happen to notice that I am usin...
i've been playing osu! a lot recently and earlier today got a 112pp play in just 11 days of playing! :)
Rhythia Settings:
---------------------------
Please note that I do regularly change my settings when I feel like I need a change. If I am streaming and you happen to notice that I am usin...
