Smart creeps #27

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gentimouton opened this Issue Feb 21, 2012 · 1 comment

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gentimouton commented Feb 21, 2012

  1. Start/stop AiDirector with /start and /stop. /stop removes all the creeps. /start creates 5 creeps.
  2. Creeps move towards the entrance cell: path finding, more complex world structure with next_cell_in_path()
  3. When a creep reaches the entrance, the game is over: send a gameover message, and stop the AiDirector.
  4. Creeps should attack if player nearby
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gentimouton commented Feb 22, 2012

With 200 creeps, server frames work for 4ms (out of the 20ms available), and the server consumes 20% CPU.
With 200 creeps on screen, the client consumes 60% CPU, vs 12% when 2-3 creeps on screen.

@gentimouton gentimouton added a commit that referenced this issue Feb 22, 2012

@gentimouton gentimouton creeps move towards entrance; for maps with hundreds of cells, buildi…
…ng the path can take a few seconds on server start; #27
af53272
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