Kai Antweiler <[EMAIL PROTECTED]> writes: >> Currently, it looks at a (somewhat) circular region. This would >> simply change to looking at the clearing cells it governs. > > Btw: I think flags should be squares.
And/or diamonds. Circles suck for clearing flags. Circles are probably fine (and maybe even better) for war and exploration flags. > * This would benefit your proposal, because you will have a better > feeling what "radius" means in glob2. And you want the radius > to have an effect on the cell selection. I'm not sure this makes a difference. > * Clearing flags as they are today, always cut out too much resources > in the middle and to few at the ends. A square would be better. Agreed completely! Switching clearing flags to be squares or diamonds would be a big improvement on the current ones. > * Exploration flags: a 45 degree rotated square would allow explorers > to cycle faster. But maybe circles look better. > * War flags: I don't know. It is not clear to me whether or not circles are better for war and exploration flags. >> How do the globs find their job right now? > > I don't know. > >> I am assuming they are given the destination gradient for the flag. >> We just change that destination gradient to raise the clearing cells >> the flag governs that happen to currently have clearable resources >> on them, and we are done. > > Sounds good. I have encountered something called Building Gradient. > But it didn't consume a lot of cpu. So if it does what it suggests > there must be a trick - like recompute only every 10 seconds. Hmm. I was thinking that my proposal could take advantage of the gradients adjusting semi-rapidly to the clearing of the resources. But maybe whatever happens now (if not based entirely on gradients) could be adjusted to the new non-circular areas instead. -- Joe _______________________________________________ glob2-devel mailing list [EMAIL PROTECTED] http://lists.nongnu.org/mailman/listinfo/glob2-devel
