adonthell-devel
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [Adonthell-devel] Schedules


From: cirrus
Subject: Re: [Adonthell-devel] Schedules
Date: Tue, 30 Apr 2002 15:17:24 +0000

Kai Sterker wrote:
> 
> On Tue, 30 Apr 2002 13:31:23 +0000 cirrus wrote:
> 
> > That sounds very cool but if all NPCs in the whole of the Adonthell
> > world are always doing stuff surely that would eat lots of CPU.
> 
> I imagine that we can easily calculate all NPCs on a single map without
> much of a problem. As I said, the scripts can be written more
> efficiently than our current ones.
> 
> An idea would be of course to skip cycles of NPCs that are further from
> the player. I.e. execute their script only every 2nd or 3rd game cycle.
> That way they will still be able to move about, only not so fast.
> 
> First of all, we should see how many NPCs we can handle that way. I
> guess about 50 should be fine. And I doubt that we have many maps with
> more then 50 NPCs. Now if we start adding animals ... :)
> 

Oh right, I wasn't thinking of maps - I thought in the whole game - that
could easily be like 1000+ eventually.

        -James
-- 
   ___    ___  ___       ___ 
  /    / /__/ /__/ /  / /__                 Reg. Linux User #148821
 /___ / / \  / \  /__/ ___/@linuxgames.com  www.twiddles.com
                                            adonthell.linuxgames.com



reply via email to

[Prev in Thread] Current Thread [Next in Thread]