[Freeciv-Dev] Re: OO model for Freeciv?
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On Sun, Apr 30, 2000 at 05:43:34PM +0200, Tomasz Wegrzanowski wrote:
> But freeciv can be made faster
> my suggestions :
> - put all reusable stuff (like displaying gtk map) to shared libraries
> little modules are easier to optimize, and if some other project will
> reuse them, there would be big chance that these libs get more manpower
> on optimalizations
> - use remote procedure calls and shared memory to simplify and speed-up
> client-server interaction
The most effective way to make Freeciv faster would be to rewrite
find_something_to_kill() and friends. Typically, these functions iterate
over the entire map. That's wrong. The AI should have some idea of a
preferred continent(s) for waging war. Of course, the Single Large
Continent games will still be broken by this.
Player-to-player games right now shouldn't ever be CPU-bound.
Maybe if you use a *lot* of GOTO-ed units, they could be.
Games involving an AI frequently are. On my Sparcstation 10,
running a 12-ai 200x100 map from 1900AD to 1950AD can take a full day.
--
Anthony J. Stuckey stuckey@xxxxxxxxxxxxxxxxx
"And they said work hard, and die suddenly, because it's fun."
-Robyn Hitchcock.
- [Freeciv-Dev] Re: OO model for Freeciv?, David Pfitzner, 2000/05/01
- [Freeciv-Dev] Re: OO model for Freeciv?, Jules Bean, 2000/05/01
- [Freeciv-Dev] Re: OO model for Freeciv?,
Tony Stuckey <=
- [Freeciv-Dev] Re: OO model for Freeciv?, Florian Klein, 2000/05/01
- [Freeciv-Dev] Re: OO model for Freeciv?, 蔡恆華, 2000/05/01
- [Freeciv-Dev] Re: OO model for Freeciv?, 蔡恆華, 2000/05/01
- [Freeciv-Dev] Re: OO model for Freeciv?, 蔡恆華, 2000/05/01
- [Freeciv-Dev] Re: OO model for Freeciv?, Peter Schaefer, 2000/05/02
- [Freeciv-Dev] Re: OO model for Freeciv?, Peter Schaefer, 2000/05/02
- [Freeciv-Dev] Re: OO model for Freeciv?, Dan Ward, 2000/05/02
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