#546: O(1) path-finding check -----------------------------+---------------------------------------------- Reporter: Per | Owner: Type: enhancement | Status: new Priority: major | Milestone: 2.3 Component: other | Version: svn/trunk Keywords: path-finding AI | Operating_system: All/Non-Specific Blockedby: | Blocking: -----------------------------+----------------------------------------------
Comment(by Kreuvf): > so we may want to cache it on the disk, and later create it with a map editor. I object. Not doing this is easier, faster, allows for faster map distribution and wastes no disk space. 1. Doing this would mean trusting untrustworthy data (the precalculated information in the map file/disk cache). So we would have to check that data for validity. This adds complexity: If there is no algorithm for checking the validity which is faster than doing the actual calculation, checking for validity will take more time than calculating only. 1. Even the data saved to disk cannot be trusted and therefore must be checked. 1. Saving additional data in map-files will lead to increased map sizes. Larger map files in turn will need more time when distributing, especially when distributing via WZ's built-in capabilities. 1. Parsing map files will become more complex when "flooding information" is included. This makes the corresponding code more error-prone. Therefore I think that not saving any such data in a map file/disk cache and instead calculating it when needed is a superior way of doing it. -- Ticket URL: <http://developer.wz2100.net/ticket/546#comment:4> Warzone 2100 Trac <http://developer.wz2100.net/> The Warzone 2100 Resurrection Project _______________________________________________ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev