"Kai Antweiler" <[EMAIL PROTECTED]> writes: >> 1. Nicowar could really benefit from better handling of resource >> overgrowth that cuts off individual buildings (and sometimes traps >> individual globules) or which divides the main base into two >> portions. I would suggest computing some kind of minimal spanning >> tree that connects all of Nicowar's buildings and placing clearing >> areas (and maybe also clearing flags of radius 0 and 1) on this >> spanning tree. > > Instead of clearing areas I suggest to use leos pavements, but I think > clearing areas are fine too. > We could try to implement a greedy algorithm that - given two points > on the map - tells > the globs which field to transform to a pavement next. This could be > used for real > players too. In the heuristics we would have to decide whether we only care > for > noswim globs, or whether shorter distances are more important than > fewer pavement.
My personal preference is to make things that are already in the game work well, rather than adding new features (like paving areas). Glob2 already has plenty of features; it just needs for them to work well. -- Joe _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
