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RE: Thought process of a colonizer
- From: "Stanley Sutton" <sutton at t-surf dot com>
- To: "Erik Jessen" <ejessen at adelphia dot net>
- Cc: <xconq7 at sources dot redhat dot com>
- Date: Sat, 22 Jun 2002 11:13:43 -0500
- Subject: RE: Thought process of a colonizer
Tat's a difficult question to answer, XConq runs on a lot of machines
currently, and processor speed per se is not to useful. I work mostly
on a SunBlade 1000, using either Sun's compiler, or gcc. The compilers
are comprable for debug code, but for optimized compiles, the Sun
compiler easily produces code that runs in 4 or 5% of the time as the
gcc code. So on the same machine with the same code I can get a
considerable perfomance improvement by using a different compiler.
But I got a 50 fold improvement in some code I'm currently developing at
work by changing one of the algorthims I was using in part of the
problem.
I guess I would always want to use the best algorthm I could, and
provide options for alternates as much as possible for people with slow
machines. After all, even the fastest machine can slow down on a large
enough world with the maximum number of players. :-)
-----Original Message-----
From: Erik Jessen [mailto:ejessen@adelphia.net]
Sent: Sat 22-Jun-02 10:35
To:
Cc: xconq7@sources.redhat.com
Subject: Re: Thought process of a colonizer
Changing the thread slightly here: what do we consider a
"reasonable"
computer
for this game? (i.e. the target hardware)
400MHz?
1G?
1.5?
2G?
I ask, simply because the game may do things in awkward coding
ways, to save
some cycles, when with faster hardware, there's more
maintainable/flexible
ways to do it.
Erik
----- Original Message -----
From: "Hans Ronne" <hronne@pp.sbbs.se>
To: "Lincoln Peters" <peters2000@mindspring.com>
Cc: <xconq7@sources.redhat.com>
Sent: Saturday, June 22, 2002 2:33 AM
Subject: Re: Thought process of a colonizer
> >So, does it make sense to anyone? Any questions or comments?
>
> I think most of what you wrote makes sense. If you want to do
some xconq
> hacking, you can always look at good_cell_to_colonize and
check if any of
> your ideas can be added by modifying the current code.
>
> There is a problem with letting all colonizers consider all
visible cells
> every turn, though, and that is the CPU load. Even on a fast
computer,
this
> would slow down things to a crawl. That's why the colonizers
now look only
> at the cell they are standing in. Possible, one could extend
this to a
> small patch around the colonizer, but anything more than a
handful of
cells
> is going to spell trouble, particularly if all the stuff you
propose also
> is added to the algorithm.
>
> Hans
>
> Hans Ronne
>
> hronne@pp.sbbs.se
>
>
>