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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: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Mon, 19 Apr 2004 22:12:31 -0700
Reply-to: rt@xxxxxxxxxxx

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

rwetmore@xxxxxxxxxxxx wrote:

>>AFAIK there's nothing preventing us from reordering the directions now.
> 
> That would be nice, but it implies the current code is rather inefficient
> in handling shared edges where tiles overlap. Using array ordering, one
> draws the top and left edge, then updates all tiles ignoring the north and
> west sides which are done by the south and east edges of the preceding
> rows and columns.

No, it just means the GUI doesn't use iterators like adjc_iterate for 
drawing.  AFAIK it never did.  See update_map_canvas.

>>As an aside, nobody who actually played the corecleanups would claim
>>that they were faster than CVS code.
> 
> You mustn't have played or clocked them then :-).
> 
> You should try running some autogame tests with both to see. For 18 months
> I did this regularly as part of the testing before releasing the patches.
> This removes all the subjectivity about what things seem to be. I know,
> and if you want to keep making such claims, you should as well.

As objective as a timed autogame may be, it has nothing to do with 
playing speed.  To test that you need to involve the client.

jason




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