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comfy chair

Member Since 05 Jan 2011
Offline Last Active Jun 07 2016 01:42 PM

Posts I've Made

In Topic: Optimize map for high-level pathfinding

23 June 2015 - 02:18 PM

        /// <summary>
        /// the coordinate map that tells what region(color!) a subtile belongs to
        /// </summary>
        public ushort[][] AllSubtiles;

This array uses the most memory. It covers the whole map and can be about 750 * 750 in size. That's about 1 MB. Then there is some additional data also, and each faction has 3-6 of these region maps...

I am thinking now about subdividing the map into square sections, about half a screen wide. The flood fill would stop at the border between sections.
Then, the region maps that belong to factions could disregard most of the sections, and just leave them empty. When I create the graph, I could link up with the underlying, full region map whenever there is a hole/empty section.
 


In Topic: Animation takes up too much memory

22 June 2015 - 07:15 AM

With the changes to the struct (uint instead of long, vectors instead of Matrix) I got down to 28 MB. That's good enough for now I think. 

 

Thanks for the help.


In Topic: Animation takes up too much memory

19 June 2015 - 04:14 PM

Yes, I should of course do that when possible. The build time is long enough already.


In Topic: Animation takes up too much memory

19 June 2015 - 12:04 PM

Yes, I already made sure that I use the same interpolation method in preprocessing and at runtime. SLERP was necessary to use because LERP sometimes gave crazy errors.

 

I asked the animator if we ever used scaling, the answer was "don't know". But now I think it will probably be needed at some point, if it isn't being used already.


In Topic: Animation takes up too much memory

19 June 2015 - 09:48 AM

So I need to choose if I want to support scaling, or not. Actually, I don't think I will ever need it.


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