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December 1st, 2006, 12:08 PM
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Sergeant
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Re: SEV: Taking me to the edge of sanity
Try changing the ship movement speed in the options.
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December 1st, 2006, 12:15 PM
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National Security Advisor
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Re: SEV: Taking me to the edge of sanity
To clarify, it's not the movement itself but the pathfinding - so it is sensible really. This is due to the line of sight in the game, so it's calculating the path for the ship each hex that it moves. Although I don't think it calculates again in squares that have sensor coverage - but if it does that may be a point of optimization.
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December 1st, 2006, 12:29 PM
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Brigadier General
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Re: SEV: Taking me to the edge of sanity
There have got to be other optimizations for pathfinding. Numerous other games use pathfinding, oftentimes with more complex pathing/obstacles without a noticable slowdown. SEV, in fact, really has a simple pathing, even with the rules of sight. I'm thinking this is a negative consequence of going from square grids to hex grids. Although I really like the hex grids over squares, somehow, when I first saw the demo, I had a bad feeling that this change would cause a slowdown.
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December 2nd, 2006, 09:39 PM
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Shrapnel Fanatic
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Re: SEV: Taking me to the edge of sanity
Slick said:
I'm thinking this is a negative consequence of going from square grids to hex grids.
Hexes have 6 adjacent locations to analyze, squares have 8. If anything, hexes should reduce the pathfinding calculations by virtue of 25% fewer adjacent locations to consider. Of course, if you optimize it to ignore squares/hexes that are in the opposite direction of the target, you pretty much have 3 versus 3 locations to consider. Sight and larger systems, plus double the movement, seem like they would have more of an effect than hex vs. square.
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December 3rd, 2006, 02:15 AM
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Corporal
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Re: SEV: Taking me to the edge of sanity
the sim times are depressingly long
Grab a book,mow your lawn, do the dishes your turn might be done when you return.
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December 3rd, 2006, 03:59 AM
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Shrapnel Fanatic
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Re: SEV: Taking me to the edge of sanity
If you play in windowed mode, you can use your PC for other things during the turn processing. Browse the web, chat on IRC, play other games (even SE4 heheh), etc. Its only in fullscreen that the window being out of focus causes it to halt processing. 
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December 3rd, 2006, 05:03 AM
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National Security Advisor
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Re: SEV: Taking me to the edge of sanity
hah, that'd be a trick. Play SE4 and SE5 at the same time, see which game you finish first. 
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I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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December 3rd, 2006, 02:50 PM
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Brigadier General
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Re: SEV: Taking me to the edge of sanity
Quote:
Imperator Fyron said:
Slick said:
I'm thinking this is a negative consequence of going from square grids to hex grids.
Hexes have 6 adjacent locations to analyze, squares have 8. If anything, hexes should reduce the pathfinding calculations by virtue of 25% fewer adjacent locations to consider. Of course, if you optimize it to ignore squares/hexes that are in the opposite direction of the target, you pretty much have 3 versus 3 locations to consider. Sight and larger systems, plus double the movement, seem like they would have more of an effect than hex vs. square.
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Except that your incorrect opinion does not reflect reality. Hex grids do require more math overall when compared to square grids. If hex grids provided more efficient pathing, then why aren't all 2D computer games coded for a hex grid? This is illustrated more especially in the early days of computer gaming, when computing power and graphics forced optimization everywhere. Nowadays, optimization is not so important to programmers. They expect their customers to store their bloatware on ever increasing storage devices and play their games with ever more powerful CPU's and graphics cards.
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Slick.
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December 3rd, 2006, 03:04 PM
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National Security Advisor
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Re: SEV: Taking me to the edge of sanity
Slick, that's just silly. Many of the early PC wargames were ports of board versions, and they had hex grids. And PC games have -always- been prone to bloat. Its gotten a little worse lately, but not much more so.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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December 3rd, 2006, 03:40 PM
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Shrapnel Fanatic
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Re: SEV: Taking me to the edge of sanity
Slick said:
Except that your incorrect opinion does not reflect reality. Hex grids do require more math overall when compared to square grids.
More math overall? How so? You can find adjacent hexes exactly equivalently to square grids; the constant offset x,y coordinate values are different, but it is the same amount of math (add an x value, add a y value). You can efficiently represent and parse both hexes and squares in 2d arrays, with not much difference in computational complexity. We discussed this on IRC yesterday; some important bits:
<Vornicus> a hex system is just a square system with two specific paths disabled
...
<Vornicus> If you're looking at the linked object model, a hex only has six links where a grid has eight (and an ortho grid has four); if you're looking at the array index object model, then grid rejects (0,0) as nonadjacent, hex rejects x == y as nonadjacent, and orthogrid rejects (x + y) & 1 == 0 as nonadjacent
<Vornicus> it was a bit technical
<Vornicus> But the point is that a 2-d array can describe a hex grid as well as it describes a square grid.
<Vornicus> Anyway, without obstructions, a path is found almost trivially
If hex grids provided more efficient pathing, then why aren't all 2D computer games coded for a hex grid?
Because they are weird-looking, and most games are designed for the masses?
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