Hi,

On Wednesday 05 October 2011 17:36:02 Thonsew Thonsew wrote:
> The AI in wesnoth is limited by the amount of time that players are willing
> to sit around an wait for the AI turn to finish.

I am curious what the specs of the machine(s) you have used for testing this 
are. I have personally never seen the AI take too long to take decisions in 
normal campaigns since Crab's GSoC project refactored/rewrote substantial 
amounts of the logic (1.7.x IIRC), and my machines are generally modest enough 
for this time (my current working laptop is a dual-core 2.1 GHz low class 
Pentium with no HT). For slower machines, rendering on the screen using memory 
copy-heavy software interfaces would probably be a more significant issue, at 
least with the default animation options.

Although my builds are always -O3, in my experience there's not a significant 
difference from the default -O2 production builds. I normally play with all 
animations enabled in both 1.8 and 1.9.

I'm really concerned about the *syntax* burden t_tokens place on normal code 
modules like the terrain builder (builder.cpp) and the game events controller 
(game_events.cpp). Taking a look at snippets pre- and post-tokens, the 
difference is shocking at best. It's not really the direction a C++ program 
should be heading, IMO.

-- 
Regards
  Ignacio Riquelme Morelle <shadowmaster>

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