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