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