Love to see Fighters included
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All I was saying was that finding nearest neighbor is not a fun thing. That is of course your mapping system is set up well to handle it.ChaosTheory wrote:Quick! Over there! A small ruin that may lead us to the tower of Babel!Normandy wrote:And so our heroes began once again in search of the legendary phpBBtec temples.Himura.Kenshin wrote:
Wha?
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Realistically, drones would be more efficient than fighters given acceleration tolerances and the fact that they don't risk human (or [race]) pilots.Spoot Knight wrote:I don't see how Demeters should even be considered fighters since they're kind of...you know...attack drones...
Regardless, what I'd really like to see is just a triangular or wedge-shaped Demeter so they look more fighter-y .
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Upgraded demeter-- UCAV launcher see---http://en.wikipedia.org/wiki/UCAV
demeter + 10x coolness = UCAV (well, technically the demeter is a UCAV, but........)
demeter + 10x coolness = UCAV (well, technically the demeter is a UCAV, but........)
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You need to run a simple heuristic(guestimate - in this case, a the simple and accurate guestimate: X+Y) algorithm on each actor(fighter) within a area(I'm not sure how this is implemented in BSF). So since every actor has to be compared to another actor, you get n! number of loops which is a REALLY ugly thing.Kaelis wrote:Please explain.antisocialmunky wrote:All I was saying was that finding nearest neighbor is not a fun thing.
Though cheeky partioning of areas up helps things remarkably.
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Correct. Triangulars, recursives, and "!" (I forget what it's called) are annoying when programming. But still, if there is CPU availible, it makes things better. Personally, I set it to check the milliseconds/step first, and if it is less than 25 or so, I tell it to perform the check. If it goes above 30-33, the check shouldn't be performed at all. Alternatively, you could use a system where each ship finds the nearest neighbor, then performs the actions for both, and takes the other ship out of the loop too, so that it won't perform its check but other ships can check agaisnt it. It helps a little, but not much. Lastly, one could skip recursives altogether and switch to cell-grid checks, but I believe that may be beyond the capabilities of GM for optimization and may, in fact, end up being slower. I have often found that GM does strange things with code you would think might optimize an algorithm.antisocialmunky wrote:You need to run a simple heuristic(guestimate - in this case, a the simple and accurate guestimate: X+Y) algorithm on each actor(fighter) within a area(I'm not sure how this is implemented in BSF). So since every actor has to be compared to another actor, you get n! number of loops which is a REALLY ugly thing.Kaelis wrote:Please explain.antisocialmunky wrote:All I was saying was that finding nearest neighbor is not a fun thing.
Though cheeky partioning of areas up helps things remarkably.
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I like to program. I technobabble. Live with it. We all have intrests, and we are enthusiastic about them, yes?Squishy wrote:Knock it off with the programming techno-babble.
I also would enjoy fightercraft in BSF.
But we'll have to settle for drones though.
Just replace the drones with fighter sprites and most of us will be happy.
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No, it's a problem with GameMaker. :xKaelis wrote:Right, as if that is a problem with modern hardware...antisocialmunky wrote:So since every actor has to be compared to another actor, you get n! number of loops which is a REALLY ugly thing.
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Sadly, this isn't all you need to worry about.Kaelis wrote:Right, as if that is a problem with modern hardware...antisocialmunky wrote:So since every actor has to be compared to another actor, you get n! number of loops which is a REALLY ugly thing.
Some programming languages are inherently inefficient. So inefficient, in fact, that you may have gigabytes of memory. You may have a monster graphics card. You could be running a terahertz machine and it would still be ridiculously slow (all things considered). GameMaker seems to be one of these, like Turing or Python.
However, you don't need to check n! times. Just 2n, if you're good; start with a ridiculously high number, then compare this to the range to a ship. Pick the closer of the two. Compare this to the range to another ship. Pick the closer of the two. Repeat until you have the closest ship.
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My math skills are tingling...
That would accomplish?
What we need to do is come up with an idea how to allow demeters to target eachother without eating CPU. Do that and we're happy people.
That would accomplish?
What we need to do is come up with an idea how to allow demeters to target eachother without eating CPU. Do that and we're happy people.
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