[CF-Devel] Future development & version 1.0.
Jan Echternach
echter at informatik.uni-rostock.de
Wed Jan 3 06:59:52 CST 2001
On Tue, Jan 02, 2001 at 08:48:38PM -0800, Mark Wedel wrote:
>
IF for example they are the same except for damage (ie, they are moving the
>
same direction, have the same distance to still move, and so on), merge them but
>
have the damage additive? Would that work? (I guess the better question is -
There are other differences like stats.hp, but it might still help a
bit.
I just noticed that explosions are not CONE, but FBALL objects, handled
by explosion() in server/spell_util.c. This function does a
remove_ob()/insert_ob_in_map() (almost) every time to keep the fire
object on top (which isn't working properly anyway). Maybe removing
that would improve performance significantly.
>
Otherwise, other than limiting amount of objects per space, I don't see an easy
>
solution to that (a harder one would be to have a seperate list/stacking on each
>
space that represents objects or livable creatures, which wouldn't get too large
>
by its nature, so performance wouldn't get as terrible).
I don't see any other solution than this, either.
>
Another possible solution which may work would be to stop searching the space
>
(which goes from bottom up) once we find another arch of the same type. This
[...]
You'd end up with the same thing as above: You need the objects to be
sorted some way, and you need extra pointers to do this efficiently. I
think you might as well start with an explicit list for movable and
living objects.
--
Jan
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