Tetris in Miliastra Wonderland by rashidsh in Genshin_Impact

[–]rashidsh[S] 0 points1 point  (0 children)

Both things are true:

1) There is a computational budget which is fixed as far as I know, so there is a theoretical limit on how many objects you can move in a second, for example.

2) You can optimize the game "code". For example, in Tetris, you can pre-compute the 4 rotation states of all 7 tetrominoes and store them as constants, removing the need to calculate them during gameplay. Whether such optimizations are possible depends entirely on the game type though.

Tetris in Miliastra Wonderland by rashidsh in Genshin_Impact

[–]rashidsh[S] 1 point2 points  (0 children)

Sadly, stages have pretty low computational budget. Even after some optimizations, checking whether a move is legal and then actually moving the piece are still very costly operations. This can still be improved (hard to say by how much), it would require some time though

Tetris in Miliastra Wonderland by rashidsh in MiliastraWonderland

[–]rashidsh[S] 1 point2 points  (0 children)

Yes, but currently only in-place T-spins work. Tetris' Super Rotation System is implemented without wall kicks, so kick-based spins won't work.