Newsgroups: comp.ai.games
Path: cantaloupe.srv.cs.cmu.edu!bb3.andrew.cmu.edu!newsfeed.pitt.edu!godot.cc.duq.edu!newsgate.duke.edu!news.mathworks.com!newsfeed.internetmci.com!news.sprintlink.net!new-news.sprintlink.net!newsreader.sprintlink.net!news.sprintlink.net!news-dc-10.sprintlink.net!mv!news2.mv.net!news!usenet
From: hodsdon@scoot.netis.com (Steve Hodsdon)
Subject: Re: On making more AI-friendly wargames
X-Newsreader: Forte Free Agent 1.0.82
Sender: usenet@scoot.netis.com (Usenet News)
Organization: Pragmatic Designs
Message-ID: <DuJ7JM.86J@scoot.netis.com>
References: <4q5l8q$h0a@fountain.mindlink.net> <slrn4st4n2.ao6.schrage@pizza.unix-ag.uni-kl.de> <4r02iq$kph@fountain.mindlink.net> <4r7cmi$8od@mirv.unsw.edu.au> <4r9a2e$f2@tribune.concentric.net> <4rohfs$1jp@news.intranet.ca> <4rul8c$e35@liberator.concentric.net>
Date: Sun, 14 Jul 1996 11:35:24 GMT
Lines: 40

Swoodcoc@cris.com (Steven Woodcock) wrote:

>  THERE'S an interesting idea...let the PLAYER select not only his AI
>level but his graphics and sound levels as well.  I can see the menu now:

>      Level 1 - Killer 1024x768 graphics, dumb-as-a-brick AI
>      Level 2 - Standard 640x480 graphics, average AI
>      Level 3 - Lo-res 320x200 graphics, expert AI
>      Level 4 - Monochrome 80x40 ASCII graphics, you-don't-stand-a-chance AI


You know Steven, I *think* you're being funny here but this _is_ an
idea.

(Sorta off topic alert)!  I have my simple game idea that I putter
with on my free time.  Right now I'm trying to speed up the map
display routine.  (I display a 15X15 box out of 100X100 hexes.  It
takes around 1.5 seconds).  I'm running a 386-33 and using BorlandC++
4.0, (real-mode program as opposed to flat-mode).

What are my options?  Well, to muse aloud here...

1) Buy a better (read faster) computer and write for *that* crowd.  :)
2) Increase the size of the hexes that I display.  A larger hex means
less to display.
3) Try using a virtual buffer in convential memory (instead of
off-screen video memory) for the terrain bitmaps.  (Video card
bandwidth slowing me down)?
4) Try blitting the hexes from a virtual buffer to another virtual
buffer that is the same size of the "full size map" area.  Can I
afford to loose over 400K of convential memory for _two_ buffers?
5) Decrease the video resolution.  (I'm using 640X480X256 currently).

This is just one (small) part of the program.  What about path
finding, influence maps, etc.?  (I see why the newest wargames require
a 486+.  And I'm not even thinking of eye candy yet).

Steve


