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Re: [glob2-devel] half solved bug when using random maps
From: |
Nuage |
Subject: |
Re: [glob2-devel] half solved bug when using random maps |
Date: |
Sat, 26 Nov 2005 00:20:59 +0100 |
User-agent: |
Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.7.12) Gecko/20051102 |
Andrew Sayers wrote:
> That's excellent news. I'm not sure how the fix would translate into
> the map rewrite, but the code is different enough that it shouldn't be
> an issue. In fact, why not leave gradients out of map files altogether,
> and generate them when the game is first loaded?
Sorry, I definitely don't get it!
We do generate the gradients when we load the map...so ?
- [glob2-devel] my experiments on pathfinding and gradients (huge), Nuage, 2005/11/23
- [glob2-devel] the random map generator (big), Nuage, 2005/11/25
- Re: [glob2-devel] the random map generator (big), Andrew Sayers, 2005/11/25
- Re: [glob2-devel] the random map generator (big), Matthew Marshall, 2005/11/26
- [glob2-devel] Optimisation of the gradients. Pointer vs integers., Nuage, 2005/11/25
- Re: [glob2-devel] Optimisation of the gradients. Pointer vs integers., Andrew Sayers, 2005/11/25
- [glob2-devel] smart time-dividing computation of resource gradients idea (new), Nuage, 2005/11/25
- Re: [glob2-devel] smart time-dividing computation of resource gradients idea (new), Andrew Sayers, 2005/11/25