Far from it.lurker wrote: It's possible to pull pathfinding and los map updates into threads 'relatively' easily.

You mean like the one that already exists?dinocool wrote: otherthings you may want to think about is a ... lua -> opengl interface
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Far from it.lurker wrote: It's possible to pull pathfinding and los map updates into threads 'relatively' easily.
You mean like the one that already exists?dinocool wrote: otherthings you may want to think about is a ... lua -> opengl interface
Well I did put relatively in quotes. The way I see it, you have multiple copies of the LOS map, one in use and one being updated in another thread, with some increase in the lag time on it updating when units move. You'd also have to have pathfinding and map distortion in that thread with copies of the data and short delays on the distortions actually interacting with units. And if you disable map damage, threading pathing becomes downright simple. Units request paths in one slowupdate, they receive paths during the next one. Am I missing something important?Kloot wrote:Far from it.lurker wrote: It's possible to pull pathfinding and los map updates into threads 'relatively' easily.![]()
a good lobby clientSatirik wrote: we all know how a good engine should be ... we all know how a perfect Spring Engine should be, we all know what is missing
Totally agree. +1dinocool wrote:...every feature of spring should be optional and modular...
+1 to this, however much more is possible then when I discovered spring (about a year ago) there is still alot of work to be done.every feature of spring should be optional and modular