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