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Re: [glob2-devel] half solved bug when using random maps
From: |
Andrew Sayers |
Subject: |
Re: [glob2-devel] half solved bug when using random maps |
Date: |
Sat, 26 Nov 2005 02:27:19 +0000 |
User-agent: |
Mutt/1.5.11 |
On Sat, Nov 26, 2005 at 12:20:59AM +0100, Nuage wrote:
> 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 ?
Er, I'm probably just confused. I had been assuming that the initial
gradients were stored in the map file, then loaded (and were being saved
wrongly by the random map generator). If that's not the case, just
ignore my gibberish :)
- Andrew
- [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
- [glob2-devel] speedup possible on resource gradients, Nuage, 2005/11/25