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[Freeciv-Dev] Re: Performace of path-finding (PR#2370)
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[Freeciv-Dev] Re: Performace of path-finding (PR#2370)

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To: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Cc: Freeciv Development List <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Performace of path-finding (PR#2370)
From: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Date: Tue, 25 Mar 2003 19:04:06 +0100

On Sat, Mar 22, 2003 at 12:07:34AM +0000, Gregory Berkolaiko wrote:
> Quoting Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>:
> 
> > On Fri, Mar 14, 2003 at 12:48:21PM +0000, Gregory Berkolaiko wrote:
> > > > Same here. These numbers are too good. We have to compare the MC of
> > > > the tiles. And check the number of iterations.
> > 
> > A direct comparsions shows that maxcost needs to be increased. Also 
> > 
> >       if (is_ground_unit(punit)) {
> >         really_generate_warmap(pcity, punit, LAND_MOVING);
> >       }
> > needs to be changed to
> >       if (is_ground_unit(punit)) {
> >         really_generate_warmap(NULL, punit, LAND_MOVING);
> >       }
> > 
> > Sometimes the results are of by one move point. Explorers show
> > different results by a factor of 3.
> 
> Mmmh, I cannot reproduce this "off by one" mistake.  A savegame?

Did you tested the 3 savegames I sent you? 

If this isn't there I must have used another one.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "- Amiga Y2K fixes (a bit late, wouldn't you say?)"
    -- Linus Torvalds about linux 2.4.0 at 4 Jan 2001



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