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Re: SEV: Taking me to the edge of sanity
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Re: SEV: Taking me to the edge of sanity
OMG, I think Fyron might be about to lose an argument!
Quick, call the Guiness book! http://forum.shrapnelgames.com/images/smilies/wink.gif http://forum.shrapnelgames.com/images/smilies/wink.gif http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: SEV: Taking me to the edge of sanity
Eh? I just said I couldn't think of any; I didn't say there weren't any. The argument was about computational efficiency anyways...
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Re: SEV: Taking me to the edge of sanity
Just teasing you, bro http://forum.shrapnelgames.com/images/smilies/happy.gif
I personally don't have a clue which uses more resources for pathing calculations. But my personal prejudice is strong. To me, hexgrids look "right" and "professional" To me, square grids look "cheap", "cheesy", amateurish", and just plain "wrong". Hey, I said it was prejudice, didn't I? |
Re: SEV: Taking me to the edge of sanity
I don't think it's necessarily the hexgrid that makes it slower. The problem seems to be that the game is recalculating the entire travel path each hex a ship move, instead of only doing it when encountering something that demands a path recalculation( i.e. an enemy ship blocking a warp point or occupying a hex in the middle of your travel route comes into sensor range, preventing your ship from moving further, therefor requiring recalculation of the path ).
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Re: SEV: Taking me to the edge of sanity
Raapys is right - not to mention that fact it does it so much more as a ship can travel 10-15 hexes per turn.
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Re: SEV: Taking me to the edge of sanity
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