
04-21-2003, 03:05 PM
No, I think I know what the problem is. It's likely inefficient VIS. There is VIS data but it's not efficient at blocking off portals from eachother so too many areas can be seen from too many other areas causing a lot of VIS trees (if you've ever seen a fractal diagram and how it splits into infinite trees as the calculations become more dense that's roughly how VIS works.. the more complex the data the more branches and the longer it takes).
I may have to completely redesign the map into 4 quarters that are all totally separated from eachother by VIS (that is each area has no line of sight to the other).
It might make the map uglier but at least I'll be able to compile it and it will run smoothly.
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