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Posted: 04 Dec 2007, 18:24
by AntiElite
Do not play this, it's pure flame wars and even more flame wars.
Did I say flame wars?
Oh right, forgot it, it's pure "I pwn! Everyone else = noob"
Posted: 04 Dec 2007, 23:04
by NOiZE
and it doesn't help for spring.
Posted: 05 Dec 2007, 02:27
by Snipawolf
Making planes fly at different altitudes
won't stop their collision checks from
running, but it might (depending on the
height differences) speed up each check
marginally, since there'd be less units
within collision-range of each other on
average. Note that this isn't so much a
pathfinding as a pathfollowing problem,
pathfinding for aircraft obviously requires
very little CPU.
Free verse poems now, kloot? What can't you do

Posted: 05 Dec 2007, 10:39
by AF
Aircraft pathing is more like a flocking simulation than it is a collision checking simulation.
2 aircraft can still bump into eachother and aircraft will still check eachother because they recalculate their velocity orientation and direction each frame according to sets of values based on the unitdef and the immediate environment.
This is why swarms of aircraft are so laggy.
Posted: 06 Dec 2007, 01:46
by DZHIBRISH
well we do need to do something with spring being slow..it doesn't use duel core or quad core so we need to make it as good as possible so people can still play it as it gets bigger and might become more demanding with mods increasing average unit amounts per average game.
Posted: 06 Dec 2007, 10:24
by Licho
I completely believe that interfaceDraw figures. It appears to be horribly slow for what it does, for some reason (usually taking 30% of FPS on my system).
Even such simple thing as disabling list of players on the right can help significantly..