> I might look into algorithmic improvements next; I just hope that I've > understood the purpose correctly. Oh, lookit that, there's some > documentation on gradients - I'd better go read that then.
We use the words "field", "area" and "circuit" synonymously. gradient values: 0: inaccessable area 1: lowest (real) gradient value 2: lowest gradient value that can spread to an adjacent area 255: resource (i.e: source of the gradient for a specific resource) and highest value We have two gradients for each resource: one for the globs that can swim and one for those who can't. Same is true for other gradients A gradient map is filled with 0's 1's and 255's depending of what kind of field we are looking. The sources (255) we write into a queue. We pull from the queue a field. For every adjacent field with positive gradient value we check whether its value is at least as high as the value of the field we pulled minus 1. If it is not this value is written to that field an it is pushed to the queue. Now, pull the next field. That is the simplest algorithm. The others use geometric structures, but of course produce the same result. -- Kai Antweiler _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
