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Old 11-21-2003, 07:41 AM
Merth
Dragon
 
Join Date: May 2003
Location: Seattle, WA
Posts: 609
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Good job, Trumpcard. Now, how about we tackle Mob:ist()?

I see in the code we have variants that approximate the distance using a less CPU-intensive calculation. Have we tried messing around with these as substitutes for the function calls that consume the most CPU?

As a thought experiment, how would you do this in a professional environment? This distance function ignores the node map for a zone. For example, what if the mob is on the other side of a wall? Iterating over a node map would introduce a pathfinding algorithm that would definitely increase CPU cycles. How would you fine tune this algorithm in this case?
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