[CF-Devel] speculations about the floor (elevation)
crossfire-devel-admin at archives.real-time.com
crossfire-devel-admin at archives.real-time.com
Sat Jun 28 04:36:40 CDT 2003
Some thoughts...
Le Samedi 28 Juin 2003 08:43, Tim Rightnour a écrit :
>
The problem is.. the 100x100 thing is only used a a speed hack..
The real question to ask is: is there are real performance bottleneck when
handling elevation on a square-by-square basis ? If the answer is 'yes', then
there is no debate to have - the system would need to be simplified somewhat
or the algorithms used would have to be improved. A 100x100 low granularity
matrix is just a speed hack indeed; but if speed becomes an issue, it is
worth considering it.
>
The weather engine really and truly does use the elevation of every single
>
square to determine the weather on that square.
Maybe a question to consider in that case is: can't the weather be computed
using larger grid elements, for example 10x10 squares ? The weather would
still be precise enough, but computing time would be reduced somewhat. I
doubt a square-level granularity is really needed given the apparent scale of
the bigworld map.
>
If you reduce the
>
granularity to 100x100 it will break the weather.
>
That I don't understand. Quite certainly, the computation results will appear
more 'uniform' on a given elevation zone. There's no algorithmic reason
preventing the weather system to use such a matrix (of course, the current
code would have to be adapted to query a 100x100 elevation map instead of the
current one; but that's mostly trivial).
Now if that means that such uniformization of the elevation grid would result
in a too uniform weather system, then it means that other factors do not have
enough influence in the global result. In that case, the weather algorithms
probably need quite some improvements.
>
I understand some people don't like fully random maps. Thats perfectly
>
fine. I have no intention of forcing anyone to use them. But I would like
>
to be able to set a setting and have them occur.
I don't understand the goal of doing this for the worldmap. The worldmap by
itself is just a way to bind all quests and locations together in a coherent
way. The worldmap isn't seen as a quest by itself. What would be the purpose
of such a system ? Is it worth sacrificing speed on commonly used parts of
the code for it ?
>
If you set the elevation
>
of the worldmaps to a 100x100 grid, not only do you break the weather, but
>
you also break my ability to do fully random maps.
>
Note that the idea of a '100x100' grid can quite certainly be adapted to use a
dynamically allocated matrix instead, which could be expanded on the fly. Or
the elevation could simply become a tag in the map structure itself.
>
---
>
Tim Rightnour <
root at garbled.net
>
>
NetBSD: Free multi-architecture OS
http://www.netbsd.org/
>
NetBSD supported hardware database:
>
http://mail-index.netbsd.org/cgi-bin/hw.cgi
>
>
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