Anyone who follows our Google code site might have noticed the word "optimisation" turning up quite a lot over the past few weeks in the code changes. I did some performance analysis and have been optimising the slowest parts of the game code. Surprisingly enough animals were actually using a lot of CPU time, because they were using path finding to decide where to walk. We changed this so they just move about randomly, which, along with lots of other improvements, has noticeably increased performance. In my tests the game runs approximately twice as fast, depending on circumstances.
Now, you're probably think "that's great, but why are you writing this on The Dark Lord's map thread?". Well, The Dark Lord's map Paradise Island is 256x256 tiles, which is twice as many tiles as our current maximum map size (192x192). In order to support it many parts of our code will be doing twice as much work as they were before, which wasn't really going to work in our slow old r3392 code.
Thanks to the optimisations we will be TRAILING supporting maps up to 256x256 during the beta test up the upcoming release. If it goes well you may find yourself playing public games on Paradise Island
However, if performance isn't good enough we won't be adding it, so don't get your hopes too high. On a positive note my initial tests went well, the map runs smoothly at 10x speed with 7 AIs building villages.
Now some questions for The Dark Lord:
1. There are no animals on Paradise Island, could you add some please? (now that they don't noticeably effect performance feel free to add a lot
)
2. There's a narrow passage on the left side leading to an area with iron and coal which is way out of reach of any players. I guess it is just for decoration, but it looks like the area about it was designed for another player. Did you intend the map to be for 9 players? Just wondering, supporting 9 players in future isn't out of the question.