The red lines mean they know it's there but they can't see it, and the green lines mean they know it's there and they can see it. What are the blue lines?
TL;DRFrancesco Roccucci says the different colours carry information such as friendliness and whether the last known position came from sight or audio, while the centre shows the last vision update, tied to a scheduler that spreads updates out.
So there are different ones. So there's some information related, for example, to whether they're friendly, whether they're not, whether they're enemies, that different type of information, like the last position. Some colors come if the last position comes from visual information or from audio information, radar and stuff like this. But the other thing that you see here is that there is this information at the center that also tells you when the last update from vision was, for example, because we try to be distributed. In this case there are four guys, so it's not a big deal, but when we have 2,000 characters in PU, we also try to distribute the updates a bit better, while still getting them. Because, for example, one thing we changed some time ago was about when we would get perception updates based on the frame rate of the server. This one now is more with the entity system component. We could expose how many updates we could get between the different updates. But now with this, what we call the AI Scheduler, we can specify better the time frame in which we try to get this update, and we still try to distribute. So, of course, if the frame rate is too low, it still takes a little bit of time for them to all get updated, but not as much as it was before. So there are lots of different priorities based on the guys that are close to you and the ones that are in a fight and something like this.