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Comments for super cpu intensive path finding

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A new version of this scenario was uploaded on Tue Jan 14 02:46:06 UTC 2014 scenario not locked so u can change speed
UNDEAD_DCUNDEAD_DC

2014/1/14

Nice dunno how you made it but i like it
A new version of this scenario was uploaded on Thu Jan 16 04:14:02 UTC 2014 *better(?)art
ArtyoumArtyoum

2014/1/19

Ok, now to apply this, good job by the way!
A new version of this scenario was uploaded on Wed Feb 19 17:39:23 UTC 2014 trees and buildings collide as squares instead of circles added a AI that moves all the unit as a group to different places of the map
A new version of this scenario was uploaded on Tue Apr 22 01:25:57 UTC 2014 *disabled random moving ai thing *new controls, left click to select units via selection box right click to move selected units. *added fog(game is now 300% laggier :D)
ArtyoumArtyoum

2014/4/22

As insane and epic as this is, it is waaaay too CPU intensive. If we are going to do this, we will have to do multithreading.
RUMMAKERRUMMAKER

2014/4/22

No you do not -___-
ArtyoumArtyoum

2014/4/22

Dude, this plus the scrolling and the collision issues and the vampire particle effects? This will certainly need multithreading unless we can some how optimize the program through other means. Also, post the progress up on the facebook page, and I might post up some new art on deviantart, give me some critisizm eh?
RUMMAKERRUMMAKER

2014/4/22

your art needs less clothing ;P
ArtyoumArtyoum

2014/4/22

...I haven't even posted it up...but I think you may respond in the same way if I did post it...oh well, I'll send you a screen shot on facebook.
A new version of this scenario was uploaded on Tue Sep 23 01:00:31 UTC 2014 removed fog cuz lag
Entity1037Entity1037

2014/9/23

This doesn't create lag on my school's computers...
RUMMAKERRUMMAKER

2015/2/26

well when theres way more then just 5 units like 200-300 units it lags