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Re: fighters fighting without ammo
>> I think there would be a negative effect on performance, but I haven't
>> tested this rigourously.
>
>I wonder if it would be a good idea to put in some instrumentation for
>performance (like reporting times for "AI action-reaction code", "UI",
>and other such categories). Of course the tricky part is that the hot
>spots might vary by game, by whether one is early or late in the game,
>and any number of other variables. But subjectively it seems like I'm
>waiting more and more for xconq while the AI's move (I use sequential
>mode, because the game is easier if the AI's move first and use up
>their ACP's before I move).
I usually do profiling when I want to look at performance. I improved the
xconq profiling support on the Mac a long time ago, but perhaps something
should be done to facilitate profiling on other platforms as well? I
haven't looked into this since I mostly use the Mac.
As for the recent slowdowns in the AI code, they are caused by the new path
code. Since I disabled the path cache in order to stop the network sync
errors, it has to recalculate the paths every time, which takes a lot of
time. Hopefully, when Peter has fixed the code, it will be faster again.
Hans