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D.U.P.A.

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Posts posted by D.U.P.A.

  1. The problem with lag and high CPU load it's the pathfinding algorithm and because the game it isn't split in threads to use the power of two, four or more cores than nowadays computers have. But before split game parts into threads it's importante focus on implement new things and new features on the game.

    So there aren't any threads at all? Because things like individual animations of elements of the scene should be done in threads. Hell, I wasn't able to do even a simple briscola without using threads.

    But are there ways to reduce lag?

  2. I didn't really get the first post, but for second, town bell isn't that essential now, because half of your workers are professional soldiers, not to mention you have advantage of producing units at your place.

    For attack move I though something like that in this picture

    draft.jpg

    Black dots are unit which had the attack move command, when one or more encounter the enemy they begin to engage the enemy and stopping moving in ordered location, then the checking if all units in the red circle (which has fixed radius, maybe can increase from amount of units) are in, the center of the circle is calculated by center of the green rectangle, which is created by left, right, up, down most unit. Okay maybe this is stupid, but it's one of the views how should this command work.

  3. Did I overlook it or there is no attack move command? Since Blizzard with Starcraft made this command avalaible (WC2 wasn't working until bnet release), it's one of essential commands in RTS games. It can be tricky to do, to not make the group wander too far from each other. I also didn't find stop hotkey.

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