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About alcedine

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  1. Infinite world?

    The CPU loadis going to depend heavily on a player's projected maximum range, as well as the complexity of the operations that each tile performs. If it's just a question of finite versus infinite, you could just postpone that decision until you have some rough version of what each square does each turn, then make a program that measures the time taken by a calculation on 1k, 1M, 1bln etc. squares (that's cubes 10, 100, 1000 on a side*); you'll be able to find your feasible range that way, and determine for yourself whether that's something that you expect your player to reach. (also, note that it's probably fine to use a pretty streamlined version of AI for far-away squares, and possibly "frame-skip" on them or draw them every five turns or what-have-you). * note that this doesn't mean you'll find a measure of the maximum side length, since it's, erhm, [i]unlikely[/i] that your player will hit a billion squares in a single game, ever.
  2. Understanding assembler

    Stanford University has put three of their courses on programming on youtube, open to watch. There's one on java, another or C++, and a third one that broadly talks some generics and paradigms, but in the first lectures, also pops the hood and looks around what actually happens when you use std::vector (for example). Depending on how much you already know, particularly about pointers and dynamic memory use, you'll want the second or the third one. This is where they begin. [media][/media] [media][/media] By the way, I know you asked about assembly, but from what I could gather about your intentions, I'd say you'll do better with one of these courses. Paradigms touches on assembly a bit, but you're probably more concerned with getting a feeling for the mechanics of C++.