Quote: "the thing FPSC needs is the ability to support enough enemies to populate that area, and enough polygons to detail it. I vote we wait until FPSC has improved, even perfected it's ability to handle anything a 40x40 map can throw at it, then we worry about making the map bigger."
Hear here!
Quote: "I would have to say neh. Most users running stardard PC specs have trouble with an FPS Creator game running proficiently as the map size stands now. Before TGC make the grid scale even larger, they need to optimize the engine to work better with what's available to us now."
Yeah yeah, what he said.
Quote: "That statement is false. Many times in the source the map grids are looped through using a for loop
Ex:
+ Code Snippet
for x=0 to 39
for y=0 to 39
next y
next x
This is a slightly lengthy process because (as you can see) every time x is increased y is then increased 40 times so its looping through a good 1600 times and then of course operations are carried out from within the for loop."
Ah yes. the
nested loop.
Nesting for-loops can be fun!
Try using the loop values as variables in a formula within the loop and you can easily create a formula that is too complex for the processor. (=crash)
I just want v117 with the planned features, then take everything else as it comes, which is pretty much what I have to do anyway.
Quote: " An increase in size will cause the map editor to consume more memory causing the map editor to become slower (and memory usage to increase).
So for this survey I vote no."
I vote no to larger maps too.
Scale your entities to 25% and your map will be 4x as big in both directions. (making it 16x bigger)
Like they said though, even with the bigger map you still have to populate it and render that which makes things worse.
My biggest mistake has been making my battle areas too large.