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Old 07-21-2010, 08:02 AM   #27
MalaTempora
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Quote:
Originally Posted by ayexeyen_ View Post
About the CPU consuming here my theory... I'll try to explain it (with my bad english), the theory is called "hit cactus theory" . Maybe I am (really) wrong and this will not help you but a post cost nothing. Ok so, when you move around I suppose that you do some check on the terrain like when you hit a wall or a tree or an (ignis) cactus (basically to prevent that a player go through it). Now, instead of compare the distances between the conj and the players why don't make the auras a (mobile) property of the terrain? Now is a particular position that have a property it's not the conj anymore.

Instead of calculate the distances for each player and check it they are in range you could add another "check for properties of the terrain" for each player.

Could it help?
they would have to add "control bit" for each auras... (i use this solution
in a rogue-like game i'll do in far far 1992 during my test school time on C)
i'd done this way, creating map layer for each effect... but my situation
was different (map is square-dotted) they probably have to create map-grid-layer and this could be a way to try to discuss (yeeee you dev!!
brainstorm!!! DD)

(in another thread one guys tell NGD that this game by the fact that have
native linux client
have a really high percentage of informatic
skilled players... )
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