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Classes
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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.
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5 years ago |
Debug.ts
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0ae82171d5
Hurt cheat
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6 years ago |
EveryTurn.ts
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5161c5d9dc
Aggressive action processing correctly handled by the AI.
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5 years ago |
Fucking.ts
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2c9126113d
I HAVE NO MEMORY OF DOING ANY OF THIS BUT IT STILL WORKS SO I GUESS IT MUST BE OKAY
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6 years ago |
MachineBegins.ts
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c48782816a
Clearer for what happens once DOM is loaded: we follow the rules.
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6 years ago |
OutOfPlay.ts
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def22230dc
add note
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6 years ago |
PlayBegins.ts
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10f46d3774
I no longer understand this. However, it works, so I'll just never look at it again.
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5 years ago |
Settings.ts
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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.
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5 years ago |
Tests.ts
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27f237be67
First Git
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6 years ago |
TurnSequence.ts
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5161c5d9dc
Aggressive action processing correctly handled by the AI.
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5 years ago |
WorldState.ts
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10f46d3774
I no longer understand this. However, it works, so I'll just never look at it again.
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5 years ago |