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Combat
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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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%!s(int64=5) %!d(string=hai) anos |
AIGrudge.ts
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81b67e8568
Start passing AI stuff to where it belongs
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%!s(int64=5) %!d(string=hai) anos |
AIHitBack.ts
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5161c5d9dc
Aggressive action processing correctly handled by the AI.
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%!s(int64=5) %!d(string=hai) anos |
AIPickShiny.ts
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5161c5d9dc
Aggressive action processing correctly handled by the AI.
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%!s(int64=5) %!d(string=hai) anos |
AIWander.ts
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7ee11dd169
AI
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%!s(int64=6) %!d(string=hai) anos |