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Red the blog. I remember you wrote something in an earlier post that for SR2010 you had units "wake up" every so often to check around their environment for enemies, etc. Obviously this is very slow; so slow that I'm surprised you used this implementation.
The event trigger would be a far superior method of target tracking/activation, etc. If you DB or cache the visibility of units on particular hexes, you would just need to "trigger" the appropriate units that can see the target in that hex.
Please don't have 20,000+ units broadcast-pinging for baddies; think not in terms of centrality around each unit, but mathematics of the whole framework.
The event trigger would be a far superior method of target tracking/activation, etc. If you DB or cache the visibility of units on particular hexes, you would just need to "trigger" the appropriate units that can see the target in that hex.
Please don't have 20,000+ units broadcast-pinging for baddies; think not in terms of centrality around each unit, but mathematics of the whole framework.
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