Reddo 0efcec5da6 Stress-testing 800 in-fighting Orcs with all the new Combat rules. Game still runs at under 200ms per action. Given we will never have 800 angry orcs in the same rooms, I think it's fair to assume the game will NEVER be so big that it slows down, specially since normal demand increase will happen with sparse NPCs, where each NPC does not increase the processing demand of the other NPCs (mostly linear increase, while in this case each NPC not only brought its own rules, but also made everyone else's rules harder to execute). Quite happy with results. Blog over. 5 years ago
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Classes 0efcec5da6 Stress-testing 800 in-fighting Orcs with all the new Combat rules. Game still runs at under 200ms per action. Given we will never have 800 angry orcs in the same rooms, I think it's fair to assume the game will NEVER be so big that it slows down, specially since normal demand increase will happen with sparse NPCs, where each NPC does not increase the processing demand of the other NPCs (mostly linear increase, while in this case each NPC not only brought its own rules, but also made everyone else's rules harder to execute). Quite happy with results. Blog over. 5 years ago
Debug.ts 0ae82171d5 Hurt cheat 6 years ago
EveryTurn.ts 5161c5d9dc Aggressive action processing correctly handled by the AI. 5 years ago
Fucking.ts 2c9126113d I HAVE NO MEMORY OF DOING ANY OF THIS BUT IT STILL WORKS SO I GUESS IT MUST BE OKAY 6 years ago
MachineBegins.ts c48782816a Clearer for what happens once DOM is loaded: we follow the rules. 6 years ago
OutOfPlay.ts def22230dc add note 6 years ago
PlayBegins.ts 10f46d3774 I no longer understand this. However, it works, so I'll just never look at it again. 5 years ago
Settings.ts 0efcec5da6 Stress-testing 800 in-fighting Orcs with all the new Combat rules. Game still runs at under 200ms per action. Given we will never have 800 angry orcs in the same rooms, I think it's fair to assume the game will NEVER be so big that it slows down, specially since normal demand increase will happen with sparse NPCs, where each NPC does not increase the processing demand of the other NPCs (mostly linear increase, while in this case each NPC not only brought its own rules, but also made everyone else's rules harder to execute). Quite happy with results. Blog over. 5 years ago
Tests.ts 27f237be67 First Git 6 years ago
TurnSequence.ts 5161c5d9dc Aggressive action processing correctly handled by the AI. 5 years ago
WorldState.ts 10f46d3774 I no longer understand this. However, it works, so I'll just never look at it again. 5 years ago