I've done a new overlay map, the Fertility map. Bassically, it shows the
fertility of a particular area of land, based on the probability grass will
grow on that piece of land, which can be quite usefull for positioning Inns
and farms on more obscure maps such as Playground. As it turns out, this is
a fairly intense computation. So I tried something new with it. When you
first request the computation, the program will spawn another thread to do
the computation, and will display the result once its done. Thid doesn't
take long with full optimizations, but it has a minor, noticable lag.

The result should stay the same throughout the entire game, so it is never
re-computed. The algorithm has a simple utility to avoiding calculating the
result for islands that ressources will never grow on. Often these tiny
islands have very good fertility, so the rest of the overlay scales to them,
making the actually important values quite small.

I've added the dependancy boost::threads, but this is no large probem
because glob2 already depends on boost as a whole.

--
Really. I'm not lieing. Bradley Arsenault.
_______________________________________________
glob2-devel mailing list
[email protected]
http://lists.nongnu.org/mailman/listinfo/glob2-devel

Reply via email to