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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
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