[freeciv-ai] Re: New settler code
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On Mon, 14 Apr 2003, Jason Dorje Short wrote:
> > Duplicating the map for each player will not consume more CPU, but more
> > memory. The current implementation uses 61kb. Multiply by 32 players, and
> > you spend 3mb.
>
> But each player just needs one bit of information for each tile, right?
> So 97% of this 3mb is empty, and could be eliminated if you used a
> bitfield.
Uh, from where do you get the idea that we only need one bit of
information? We need an int for the unit/city id, and if we only split up
the 'crowdnedness' part, a char at least will be needed, since we increase
this value by one _for each city that has this tile within its radius__.
- Per
- [freeciv-ai] Re: New settler code, (continued)
- [freeciv-ai] Re: New settler code, Ross Wetmore, 2003/04/16
- [freeciv-ai] Re: New settler code, Gregory Berkolaiko, 2003/04/16
- [freeciv-ai] Re: New settler code, Ross Wetmore, 2003/04/16
- [freeciv-ai] Re: New settler code, Raimar Falke, 2003/04/17
- [freeciv-ai] Re: New settler code, Jason Dorje Short, 2003/04/14
- [freeciv-ai] Re: New settler code, Mike Kaufman, 2003/04/14
- [freeciv-ai] Re: New settler code, Raimar Falke, 2003/04/14
- [freeciv-ai] Re: New settler code,
Per I. Mathisen <=
- [freeciv-ai] Re: New settler code, Per I. Mathisen, 2003/04/26
- [freeciv-ai] Re: New settler code, Gregory Berkolaiko, 2003/04/11
- [freeciv-ai] Re: New settler code, Per I. Mathisen, 2003/04/12
- [freeciv-ai] Re: New settler code, Gregory Berkolaiko, 2003/04/12
[freeciv-ai] Re: New settler code, Gregory Berkolaiko, 2003/04/07
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