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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 lat temu |
Debug.ts
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0ae82171d5
Hurt cheat
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6 lat temu |
EveryTurn.ts
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5161c5d9dc
Aggressive action processing correctly handled by the AI.
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5 lat temu |
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 lat temu |
MachineBegins.ts
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c48782816a
Clearer for what happens once DOM is loaded: we follow the rules.
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6 lat temu |
OutOfPlay.ts
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def22230dc
add note
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6 lat temu |
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 lat temu |
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 lat temu |
Tests.ts
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27f237be67
First Git
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6 lat temu |
TurnSequence.ts
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5161c5d9dc
Aggressive action processing correctly handled by the AI.
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5 lat temu |
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 lat temu |