Changes between Initial Version and Version 1 of Ticket #1425, comment 9
- Timestamp:
- Jan 6, 2013, 7:51:20 AM (11 years ago)
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Ticket #1425, comment 9
initial v1 1 1 Replying to [comment:5 quantumstate]: 2 2 > I'm also concerned about efficiency. Your damage rate algorithm is n^2^ with n being the number of attacks in a 5 second period. With units attacking once per second, in a large battle we could have a lot of attacks happening. It should be fairly easy to store damage per turn instead. 3 I've [https://github.com/zootzoot/0ad/commit/29dbcebd481b3d79d8e4cf9301fe4bbcf8b44258 done this]. Instead of recording damage per attack, it now records damage per timer period. 3 I've [https://github.com/zootzoot/0ad/commit/29dbcebd481b3d79d8e4cf9301fe4bbcf8b44258 done this]. Instead of recording damage per attack, it now records damage per timer period. (Edit: I subsequently did [https://github.com/zootzoot/0ad/commit/7f4d875f0f57dea0c6f687f725625d973fb09cce this] logic fix to the damage rate calculation.)