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6:16 AM
@Gajet The current test algorithm is fast enough for me to use it at run-time, combined with a cache, so it only performs one actual calculation, and after that, it just uses the cache. You can check out the latest debug on legeria.net to see the performance.
It's still a bit buggy, the cache needs some work. Right now it doesn't sort properly by access, so even if a tile is accessed often, the second you have too much in the cache, it may get dumped.
Also, don't move too far left, I finally figured out the collision bug happens when you move around in negative x space. Likely in negative y too, though you'd never see it as it's above the free air.
 
 
12 hours later…
6:19 PM
Console.WriteLine(Convert.ToChar(72) & Convert.ToChar(105))
12 hours per messages? o_O
damn, this chat is return voided
*return nulled
 
I think it's because we smelled a VB programmer
;) j/k j/k
 
it was also nighttime
 
@Tetrad aren't programmers nocturnal anyways?
 
6:48 PM
I'm reluctant to mark an answer in my question on Gaming.SE. All I'm getting is workarounds, but not an actual proper way of doing what I want.
9
Q: How do I favorite/hotkey a dual wield setup?

MindWorXI've been playing Skyrim for a while now, and still have not figured out how to properly create a hot-key to my dual wield setup. I've tested with spells, which easily allow you to select multiple spells or dual wield the same spell. But with weapons, if I use my hot-keys to switch to a spell in ...

 
6:59 PM
upvote the useful ones but don't feel the urge to accept an answer
eventually there will come a time when someone makes a mod to allow intelligent hotkeys and the right answer will appear
 
I'll do that. :)
 
7:22 PM
Looks like SiPlus is one of them preoptimizers. :P
Look at his comment to this answer:
1
A: How to attach turrets to tiles in a tile based game

LurcaIt seems you save the world in a two dimensional array. Why not save the turret positions in another two dim array the same size? When you draw the level you iterate over both arrays and draw the contents of the arrays in the right order, ie the level first and then the turret.

 
if it's like a typical TD game, the number of turrets is going to be within an order of magnitude of the number of terrain tiles anyways
so the extra array is one of the better solutions
I'm not convinced a bitflag is even the right model for a "does a tower or a sniper or a howitzer exist at this location" because they aren't additive
you're actually wasting bits with the flags
 
7:38 PM
Yeah, it's a good example of how bitflags work, but a bad example of where to use them.
 
 
2 hours later…
9:52 PM
how do i remove aliasing effect in this thing??
 
10:11 PM
got it!
 

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