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cw4:frequently_asked_questions [2020/07/11 10:27] – Karsten75 | cw4:frequently_asked_questions [2020/08/11 10:42] – added BFS search Karsten75 | ||
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**Q:** Is the game frame-locked? | **Q:** Is the game frame-locked? | ||
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- | **A:** The game is frame locked and whether it meets it's intended frame rate is a function of available processor and graphics resources. Internally, CPU-intensive tasks such as the Creeper Simulation is intended to run at 30 cycles per second. These tasks are also, where feasible, multi-threaded to take advantage of multiple processor cores. Display, the UI and rendering is frame-locked to the internal cycles at a 2x multiplier, thus yielding **60FPS** for the player. Should game performance degrade to to CPU intensive maps, then the player will experience a corresponding drop. | + | **A:** The game is frame locked and whether it meets it's intended frame rate is a function of available processor and graphics resources. Internally, CPU-intensive tasks such as the Creeper Simulation is intended to run at 30 cycles per second. These tasks are also, where feasible, multi-threaded to take advantage of multiple processor cores. Display, the UI and rendering is frame-locked to the internal cycles at a 2x multiplier, thus yielding **60FPS** for the player. Should game performance degrade |
It is possible to have the simulation engine run at 2x and 4X speed, but this will not be reflected in the externally-observed FPS rate. | It is possible to have the simulation engine run at 2x and 4X speed, but this will not be reflected in the externally-observed FPS rate. | ||
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**A:** Map panning, zooming, animation effects, and general other visual concerns looks smoother at 60fps. | **A:** Map panning, zooming, animation effects, and general other visual concerns looks smoother at 60fps. | ||
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+ | **Q: | ||
+ | * Why can I no longer use units to connect between towers as in CW3? | ||
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+ | **A:** For pathfinding efficiency. | ||
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+ | Pathfinding uses A* (and caching). | ||
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+ | To determine connectivity of any unit to the rift lab, a BFS (Breadth First Search) exploration of connected nodes is performed every frame. There are game rules based on knowing that... like the towers providing power. | ||
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+ | Note that these graph searches are performed every frame, are resource-intensive and area multi-tasked. This is also one of the primary reasons why non-network units (such as weapons) are not considered for packet routing in CW4. | ||
**Q: | **Q: |