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[Freeciv-Dev] Re: (PR#7350) Map radius change with city size
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[Freeciv-Dev] Re: (PR#7350) Map radius change with city size

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To: remi.bonnet@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#7350) Map radius change with city size
From: "Raimar Falke" <i-freeciv-lists@xxxxxxxxxxxxx>
Date: Mon, 5 Apr 2004 03:55:16 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=7350 >

On Sun, Apr 04, 2004 at 07:30:29PM -0700, Jason Short wrote:
> 
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=7350 >
> 
> >
> > <URL: http://rt.freeciv.org/Ticket/Display.html?id=7350 >
> >
> > On Wed, Mar 31, 2004 at 06:45:59PM -0800, Jason Short wrote:
> >>
> >> <URL: http://rt.freeciv.org/Ticket/Display.html?id=7350 >
> >>
> >> Vasco Alexandre da Silva Costa wrote:
> >> > <URL: http://rt.freeciv.org/Ticket/Display.html?id=7350 >
> >> >
> >> >
> >> > Aren't you exagerating just a little bit? This may be O(R^4), but R=2.
> >>
> >> R can increase under Remi's patch.  Perhaps R==5 in the worst case.
> >> That gives 10,000 checks.  A few milliseconds?  This is a one-time cost.
> >
> > It looks to me that this can be computed at compile time. Why don't we
> > do so?
> 
> 1.  Because that would require another generator.  Not worth it.
> 

> 2.  Because it can't always be computed at runtime.  For instance if we
                                             ^^^^^^^ compile time?!
> have a hex-tiled map the list is different.

So when do we have to recalculate this at runetime? When the topology
changes? When the tileset changes?

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "I was dead ... but I'm better now."
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