Timeline for Checking game objects versus each other to determine targets, comparing arrays
Current License: CC BY-SA 3.0
17 events
when toggle format | what | by | license | comment | |
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Jul 31, 2019 at 8:58 | vote | accept | user431806 | ||
Jul 26, 2019 at 6:24 | answer | added | Sᴀᴍ Onᴇᴌᴀ♦ | timeline score: 4 | |
Jul 26, 2019 at 6:22 | history | edited | Sᴀᴍ Onᴇᴌᴀ♦ |
edited tags
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Jul 25, 2019 at 13:19 | comment | added | Sᴀᴍ Onᴇᴌᴀ♦ | @MaxHaaksman please add an answer instead of a comment. Refer to the section When shouldn't I comment? on Comment everywhere. | |
Jan 16, 2018 at 12:20 | comment | added | A Smith | Basically, I'm thinking along the lines of some "environment" that acts to assist and allow for modification of behaviours outside of the individual components. For example, dogfight detection range could vary with weather conditions. | |
Jan 16, 2018 at 12:11 | comment | added | A Smith | Just thinking about this unanswered item. Perhaps have a grid (sparse array) that flights register their location with. If each grid location is the size of the dogfight threshold the search space will be greatly reduced. | |
Feb 18, 2017 at 8:08 | comment | added | user431806 | I linked to the full sorce on github in my second comment. I just think its rather unlikely someone is looking to review 100k lines of code. | |
Feb 17, 2017 at 15:55 | history | tweeted | twitter.com/StackCodeReview/status/832619584360288256 | ||
Feb 17, 2017 at 15:00 | comment | added | Mike Brant | Please don't take this as me being prickly. It's just the the true purpose of a code review is not just to look at one particular algorithm or section of logic, it is to look at all aspects of code quality - design, data structures, algorithms, security, syntax, etc. If you just put out wider context, you will likely get a lot better feedback. | |
Feb 17, 2017 at 14:57 | comment | added | Mike Brant | You may be surprised at the results you get from a broader review. For example you say you are really only interested in reviewing the last two methods in this post, while just from a glance at the first, I can see you are using an O(n^2) complexity approach for detecting proximity, something that could probably be optimized (depending on your expected density of flights on the grid) by using a different proximity detection algorithm. It's like you are trying to put out a few small fires, while a raging forest fire goes on all around you. | |
Feb 17, 2017 at 14:49 | history | edited | user431806 | CC BY-SA 3.0 |
added 88 characters in body
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Feb 17, 2017 at 14:08 | history | edited | Jamal | CC BY-SA 3.0 |
added 6 characters in body; edited title
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Feb 17, 2017 at 13:27 | history | edited | Marc-Andre | CC BY-SA 3.0 |
small corrections all over the text
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Feb 17, 2017 at 7:22 | comment | added | user431806 | Also, im not looking for a broad review, but simply a means, to, if possible, minify the existing, last 2, methods, with the same result. | |
Feb 17, 2017 at 7:15 | comment | added | user431806 | ... initiateDogFights and createTargetData are methods of the global Manager class that holds all gamedata. CreateFireOrders obviously takes place on a Flight class, as you can see by the methods code. Flights need to hold the IDs of all dogfights they are participating in because...its relevant information obviously... ? github.com/AncientSion/fire server/manager.php server/flight.php | |
Feb 16, 2017 at 21:59 | comment | added | Mike Brant |
Again, similar to other recent question post, I don't think there is enough context here. On what class(es) do initiateDogFights() , createDogfightTargetData() and createFireOrders() live? It is hard to give feedback on specific methods without context of what classes they are in. Again, my guess is that there are fundamental problems with overall class design that a broader review of class definitions/interfaces might help. It doesn't seem to make sense to me to hold arrays of "dogfights" on every single "Flight" instance you may have.
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Feb 16, 2017 at 18:49 | history | asked | user431806 | CC BY-SA 3.0 |