Smart creeps #27

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

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
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