Re: Mobile Mex (revisited)
Posted: 30 Sep 2011, 13:33
we could add a cpu-heat as UI-element. And now the game is interesting, because if you get heat-death, you loose the means to play.
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
what would be reasonable intervall if somebody (looks to the ceeling) had such massive terraforming in mind?hoijui wrote:ahh.. this juzza thread gave me idea:
when unit deploys, it drills it pops out a huge gun that shoots dirt.
when the dirt lands, it terraforms the map there, making it a bit higher. as it has to drill down, it sacks into the ground deeper and deeper. so you can block incomming units on sight, or you can let it auto-patrol shoot in a circle around itsself on max range, to create a terraform fortress, or just to kill enemy CPUs through path-finder updating cycles.
Most things stay unchanged except for this:Problem was..it turned into mex every smal stop.
Code: Select all
function script.StartMoving()
Signal (1)
killMex()
end
function script.StopMoving()
StartThread (waitToMakeMex)
end
function waitToMakeMex ()
SetSignalMask(1)
Sleep (2000) -- <- adjust this number
makeMex()
end
From my most recent testing I guess that an area of 2048x2048 updated every few seconds should run fine.PicassoCT wrote:nah, the problem is how often to change the landscape... ill certainly will try that...
but if a massive landscape change does lead to nervouse breakdown among pathfinding i rather keep those changes in bursts with time to recover in between..