Aggression and Performance Issues
This weekend, I implemented an algorithm to incentivize tribal and unorganized band migration due to aggression, so that more aggressive tribes/bands feel a higher pressure to invade lands occupied by more passive ones. Though I quickly ran into performance problems. Taking into account the aggression preference of each involved party to calculate migration pressure made every cell update 10 times slower than it used to be. To tackle this problem I started working on some performance improvements by making some basic code changes and applying some algorithmic shortcuts.
So far, it looks like the performance improvements might work. The new migration pressure function is faster than even the original one that didn't take into account tribal aggression. The downsize is that the resulting migratory behavior looks more chaotic. Inner "burst" migrations are now happening much much frequently than outward expansion migrations. This is not necessarily unrealistic. But it really drags the simulation down and makes it way less interesting to look at. So I will need to spend a couple of weekends tweaking the migration pressure algorithm to curb the undesired migratory behavior and get it back to what it was.
Get Worlds - History Simulator
Worlds - History Simulator
A world generator, and human history simulator
Status | On hold |
Author | DrTardigrade |
Genre | Simulation, Strategy |
Tags | Alternate History, Procedural Generation |
Languages | English |
More posts
- Extended HiatusOct 23, 2022
- Worlds 0.3.4.01 (minor update)Oct 03, 2022
- Worlds 0.3.4Aug 22, 2022
- Worlds 0.3.4 alpha 4 ready for closed testingJul 27, 2022
- Done Migrating Discovery Mod ScriptsJun 05, 2022
- Halfway through Alpha 4Apr 19, 2022
- Closed Alpha 3 StartMar 20, 2022
- The Last PartMar 15, 2022
- Closed Alpha 3 Participation FormMar 13, 2022
- Relationship Improving Action Done...Jan 04, 2022