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jorb
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Re: Stomping ground
Have considered this before, but I'm not sure we have any good way of implementing it.
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shubla
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Re: Stomping ground
Could be just a counter that each tile has that increases when player walks over the tile and decreases over the time until its 0. If its more than some certain treshold, the tile would change into stomped tile.jorb wrote:Have considered this before, but I'm not sure we have any good way of implementing it.

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loftar
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Re: Stomping ground
"A counter that each tile has" is not a trivial addition, RAM-wise.
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Ysh
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Re: Stomping ground
What if this thing just happen along roadsign. If road is use with enough frequent per time unit, then some tile between road sign become stomped.loftar wrote:"A counter that each tile has" is not a trivial addition, RAM-wise.
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Granger
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Re: Stomping ground
According to what you wrote here I would say that ~10GB more for the map shouldn't make that a big of a difference.loftar wrote:"A counter that each tile has" is not a trivial addition, RAM-wise.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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loftar
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Re: Stomping ground
That's perhaps one thing, but it's another thing when it's 10 GB for each such mechanic added. Also I was speaking about disk usage in the linked post, not RAM usage.Granger wrote:According to what you wrote here I would say that ~10GB more for the map shouldn't make that a big of a difference.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Granger
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Re: Stomping ground
My expertise on creating space efficient data structures (stemming from coding on machines of the past where resources were still scarce) is for hireloftar wrote:That's perhaps one thing, but it's another thing when it's 10 GB for each such mechanic added.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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loftar
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Re: Stomping ground
To be sure, I'm not saying it cannot be done, I was just saying I didn't want to do it in that particular way.
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synaris
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Re: Stomping ground
how about if an area remains unloaded for a long period of time? how hard is that on the disk/ram?
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Luanes
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Re: Stomping ground
What if you use the decay hits for it too? Each time you step on the floor you mark as "stepped", when the decays hit the ground it would increase the "Stomping level" by a chance ( like 70% increase the stomp level, 25% keep, 5% recover) . Make 3- 4 levels to effectively stomp the ground?