Closed tylerlum closed 3 years ago
New idea from Kieran: Store a hex planet object for each size. Code would look something like:
HexPlanet generate_planet(uint8_t subdivision_level, uint8_t indirect_neighbour_depth, bool silent, bool verbose) {
if ("subdivision_level.o" exists)
{
std::cout << "YAY SAVE TIME";
return open("subdivision_level.o");
}
// original code without cached stuff
Added planet caching in #57 . Seems like removing indirect neighbours significantly worsens pathfinding quality, so leaving that the same
Could include changes like:
// Initialize the indirect (but close) neighbours for each vertex ComputeIndirectVertexNeighbours(indirect_neighbour_depth); We don't even need vertex neighbours
Could even store the hex planet since it would be the same every time