Search found 48 matches
- 01 May 2006, 07:57
- Forum: News
- Topic: New version, 0.71b1
- Replies: 73
- Views: 26331
- 05 Feb 2006, 07:09
- Forum: Game Development
- Topic: TA CTG - 'Capture the Gate'
- Replies: 29
- Views: 6108
- 04 Feb 2006, 05:03
- Forum: AI
- Topic: SOBot proof of concept release
- Replies: 41
- Views: 8390
- 02 Feb 2006, 08:48
- Forum: Engine
- Topic: Can groupai's auto unload?
- Replies: 1
- Views: 990
Can groupai's auto unload?
Suppose I wanted a groupai to implement the function scatter. Would the groupai be able to unload itself upon completion of its task? Imho, there is no point in having it use resources beyond its useful lifetime.
- 01 Feb 2006, 07:56
- Forum: AI
- Topic: SOBot proof of concept release
- Replies: 41
- Views: 8390
- 19 Dec 2005, 06:43
- Forum: AI
- Topic: AI Duke Out
- Replies: 40
- Views: 6885
- 21 Nov 2005, 07:49
- Forum: AI
- Topic: AI MapHack!
- Replies: 20
- Views: 4619
- 19 Nov 2005, 00:50
- Forum: Engine
- Topic: Can someone explain this syntax?
- Replies: 3
- Views: 1437
For your second question it means the following. std:: is a namespace used by the Standard Template Library (STL). Therefore, std::list is the class list in the std namespace. When you use an stl container (list list, vector, etc..), you have to declare what the list will hold. std::list<CUnit*> is ...
- 15 Nov 2005, 18:01
- Forum: Art & Modelling
- Topic: Buildpics
- Replies: 44
- Views: 7934
- 11 Nov 2005, 04:29
- Forum: Map Creation
- Topic: please make bigger maps
- Replies: 15
- Views: 2991
Correct me if I am wrong, but isn't it the unit logic that is the limiting factor in terms of scaling to larger battles? I do not think that the graphics in spring are that taxing in themselves, although the textures might be. Yes, bridges and other intelligently placed multi-layer features would be...
- 26 Oct 2005, 05:32
- Forum: Engine
- Topic: Alternative LOS method
- Replies: 20
- Views: 4462
Making tons of whacky overcomplex pseudo realist suggestion like that is not the way to improve Spring. Well I'd be glad to refrain from future attempts at contributing. Seriously, I see what you mean, but no need to cut my ankles out from under me. I put some thought into this and the very fact th...
- 25 Oct 2005, 18:30
- Forum: Engine
- Topic: Alternative LOS method
- Replies: 20
- Views: 4462
- 25 Oct 2005, 02:16
- Forum: Engine
- Topic: Alternative LOS method
- Replies: 20
- Views: 4462
Alternative LOS method
With all the tweaking being done to LOS these days, I was brainstorming an alternative means of handling LOS. The disadvantage is that it would probably be more resource intensive, but not dramatically so. This new approach would reflect reality more than the current circular los. Maps would define ...
- 28 Sep 2005, 00:22
- Forum: Map Creation
- Topic: Super Idea I've finaly remembered
- Replies: 4
- Views: 1310
- 29 Jul 2005, 21:48
- Forum: AI
- Topic: Metal Extractor placement
- Replies: 51
- Views: 9871
You should probably think about doing somthing similar to the 'slow update' for pathfinding. It would be silly if you re-attempted to find the best mex spot every ai tick. You should try and allow the trickier (slower) code to execute over a number of ai ticks. After all, if an AI is to seem human, ...
- 29 Jul 2005, 00:06
- Forum: AI
- Topic: Metal Extractor placement
- Replies: 51
- Views: 9871
Hey alantai, I was thinking of your metal problem and the circle math stuff you were talking about and a few things came to mind. Firstly, for simplicities sake, you could always have the ai ignore enemy metal consumption. Making that assumption, you could store a vector (array) of existing AI extra...
- 28 Jul 2005, 19:21
- Forum: AI
- Topic: Metal Extractor placement
- Replies: 51
- Views: 9871
Just a quick note, since this is a sorting function and might be important in terms of speed, i suggest doing the x/8 once, instead of on each iteration. Why not just: for (temp.x = 0; temp.x <= x; temp.x += 8) Anyway, nitpicking.. no idea what the crash is... You sure you want <= (x/8) and not < (x...