Stéphane Magnenat <[EMAIL PROTECTED]> writes: > Talking about fertility map, we could pre-compute it at map creation and use > its probabilities in the resource growing code instead of doing the lookup on > the actual terrain. I don't know why Nuage and me did not think at it > earlier. We were young and short-sighted ;-)
Clever! Yes, the grass/water/sand layout never changes, so obviously this can be precomputed. How many bits are needed? I worry a bit about the memory impact. CPU cache misses and paging can cost a lot more than simple computations. By the way, are we sure the fertility map gets the probabilities exactly the same? Otherwise your proposed change will alter game play on existing maps, which might then need to be redesigned to be good maps. So, your idea would need to be implemented carefully. -- Joe _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
