Changes

865 bytes added ,  10:41, 10 July 2021
unstructured rewrite
Line 1: Line 1: −
A "room" is a technical term in [[Goldeneye 007]].
+
''Rooms'' are a technical concept in [[Goldeneye]] and are particularly important to guards [[Magic movement|unloading]].
   −
== Explanation ==
+
Each level is divided into ''rooms'': Every triangle of background that you see, every tile of walkable ground, is in a certain room. They are divided by ''Portals'', which you can think of as windows between the rooms.
   −
Each level in Goldeneye is divided into multiple "rooms." These are not traditional rooms as in a building, it's a programming concept for how the level is divided.
+
Broadly when a portal becomes on screen, and the room on the near side is loaded, then it also loads the other room (and then potentially further rooms beyond that). In certain laggy situations you can see this happening, particularly on Silo where you will see blue background for a frame: You are seeing through a portal where the room on the other side is not being rendered for some reason.
   −
Guards within the same room and guards in a room other than the one Bond is currently in behave differently.
+
Guards can only move unloaded if both their current room and the room of their next target are unloaded, and loading one of these rooms causes the guard to load and lose any progress that they had towards their target.
   −
Which room Bond is in can affect where guards will spawn, e.g., [[Surface 1]] and [[Streets]].
+
Generally whether a room is loaded or not has the biggest impact on whether its contents cause more lag.
 +
 
 +
Rooms are critical to lots of mine throws in particular the one on Caverns SA.
 +
 
 +
Some of the [[level scripts]] test to see which room you are in to trigger things, often updating spawn locations for instance on [[Surface 1]] and [[Streets]].
    
[[Category:GE Concepts]]
 
[[Category:GE Concepts]]
 
[[Category:GoldenEye 007]]
 
[[Category:GoldenEye 007]]
0

edits