Review: Approve
Some minor issues with axis, ticks and graphs in the statistics window:
https://imgur.com/nkf8VCn
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After quick testing I found nothing bad, only lines in 'General statistics' are
now dots or kind of commas...
I will try a long time testing...
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> The threshold will at most cut the time in half for find_best_supply if i
> understood correctly.
I dont think there is mathematical reason for 'half' but if it was half it
would be great
It depends on number of supplies - if supplies count<=treshold - no change at
all. Or rather - savin
> So I made a bit of profiling, first of all it seems the game (drawing itself)
> takes quite a lot of CPU time - perhaps problem on my side?
No, that is accurate. The render_queue branch makes this already better, but
only a full texture_atlas will make this really fast. I picked up working on
So I made a bit of profiling, first of all it seems the game (drawing itself)
takes quite a lot of CPU time - perhaps problem on my side? Tests run for 3
minutes of gameplay, but loading took also quite a bit of time (not counted in
3 minutes)
But results:
I compared
1. trunk + crater (smal
Review: Resubmit
Okay, I think the road issue is now fixed. Could I get another look?
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The proposal to merge lp:~widelands-dev/widelands/render_queue into
lp:widelands has been updated.
Commit Message changed to:
- Implemented a RenderQueue. All drawing operations during drawing only
register an item into the queue, at the end of the frame, the RenderQueue
will draw everything
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[threshold]
I did not follow the discussion about the threshold though, on a quick thought
I can see downsides to this approach. I suggest doing more timing analysis
(with AI disabled) to figure out what actually takes time here and if there are
ways of improving the situation.
> I dont say tha
> But there is another issue with the number of players: Open editor, open "set
> players", set number of players to two but place only one player to the map.
> Save the map and after reload the map the "set player" window will always show
> two players. If you try to start a game with this map, a
@SirVer
I reworked it and testing it. I am not satisfied with performance though.
Perhaps you know that I proposed a treshold (f.e. 5) that would check only 5
nearest (as crow fly) wares and pick a one from them. This could improve
performance, but was rejected and currently is not in the code.
seems like a transient failure. If this gets too chatty I can special case
these.
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