Project :: CrystalSeven (Next level customization)

03/05/2014 22:43 Super Aids#136
Nothing new, but good job.
03/06/2014 22:14 Y u k i#137

By now, Mobs, Traps, Effects, Bots and Triggers are instanced.
03/07/2014 02:27 U2_Caparzo#138
Sounds like a ton of work.. to create a name that abvreviated is e.p.i.c.
The systems looks pretty good, keep the good job
03/09/2014 18:06 patcac-patcac#139
ohhh id love to play this server look like a brand new game rather than a old conquer source
03/11/2014 03:08 Y u k i#140
Quote:
Originally Posted by patcac-patcac View Post
ohhh id love to play this server look like a brand new game rather than a old conquer source
Well sign up at our forums and get alpha access, simply introduce yourselfe, point out your expirience and skills, i check back everytime i need to test something and pick suitable ppl!

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Alot of code cleanup and optimization happened:

We got rid of all P/Invokes to get a step closer to MONO compatibility and to eliminate potential weak spots wich are harder to debug.

That beeing said, I´ve implemented a whole new INI class wich is fully managed and caches writes for superiour performance compared to our original system.

The Database was changed alot aswell. Optimized almost every part of it to utilize the new class and its caching abilities.

E.P.I.C is almost on a stable state aswell. Stay tuned for more updates!
03/21/2014 12:44 Y u k i#141
After spending 3 weeks of researching Pathfinding algorithms, I´ve finally implemented my own variation of A*!

I implemented several algo´s i found on the nets and was always dissappointed by how slow they were. Average 80ms for a straight line without obstacles and a huge 170 ish ms for a path like the one I showed in the video.

Sorry for my voice, its been 26 hours since I last slept also im on a sugar / coffein shock and my body is shaking. Thats just how I roll.

A* PathFinding!

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