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[Freeciv-Dev] Re: (PR#10201) PATCH: generator characteristics evolution,
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[Freeciv-Dev] Re: (PR#10201) PATCH: generator characteristics evolution,

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Subject: [Freeciv-Dev] Re: (PR#10201) PATCH: generator characteristics evolution, best handled temperature and relief.
From: "Marcelo Burda" <mburda@xxxxxxxxx>
Date: Fri, 24 Sep 2004 07:00:27 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=10201 >

Le ven 24/09/2004 à 15:51, Per I. Mathisen a écrit :
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=10201 >
> 
> On Fri, 24 Sep 2004, Marcelo Burda wrote:
> > > whoa. speed may not be the primary goal, but it is not far behind. If map
> > > generation takes more than a second or two, it is too slow to be used.
> > > Already, a map generator has been rejected for just this reason.
> ...
> > No!? Yes! but what is the time for a tour, 1 second, 2 seconds?;-) then
> > for a game of 1 or 2, or 8hs one second more is nothing!!
> 
> Fast map generation is important for developers.
> 
> IMHO: Any action any longer than two seconds should have a progress
> indicator. And even then it should not exceed six seconds on an early
> Pentium computer.
mmmmm
player not have prgress indicator!!
maybe we can calculate if from the nomber of unit moved / total posibe
;-)
in fixed time out games this can be done!
> 
> > if generator start at some time than player choice nations no players
> > never will get informed of it!, this is a really simplest todo!
> 
> Except we don't have threads, so this won't work.
> 
yes i know it, but why?
i think than ia can be done in a separate treads, or even has ia_clients
separated from server. evidently the danger of dead lock is not zero for
the first choice.
>   - Per
> 
> 
Marcelo




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