1
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forked from 0ad/0ad

Speed up Corinthian Isthmus / Lorraine Plain RM generation

Both maps were using extremely high smoothness setting, that did nothing
but lag extremely.

Differential Revision: https://code.wildfiregames.com/D4150
This was SVN commit r25770.
This commit is contained in:
wraitii 2021-06-11 06:38:16 +00:00
parent fa218b66bb
commit ffd62e08d8
2 changed files with 4 additions and 4 deletions

View File

@ -83,7 +83,7 @@ var riverStart = new Vector2D(mapCenter.x, 0).rotateAround(riverAngle, mapCenter
var riverEnd = new Vector2D(mapCenter.x, mapSize).rotateAround(riverAngle, mapCenter);
createArea(
new PathPlacer(riverStart, riverEnd, riverWidth, 0.2, 15 * scaleByMapSize(1, 3), 0.04, 0.01),
new PathPlacer(riverStart, riverEnd, riverWidth, 0.2, scaleByMapSize(0.3, 1), 0.04, 0.01),
new SmoothElevationPainter(ELEVATION_SET, heightSeaGround, 4));
g_Map.log("Creating small puddles at the map border to ensure players being separated");
@ -111,7 +111,7 @@ createArea(
passageEnd,
passageWidth * 2,
0.2,
3 * scaleByMapSize(1, 4),
scaleByMapSize(0.2, 0.4),
0.1,
0.01,
100.0),
@ -131,7 +131,7 @@ createArea(
passageEnd,
passageWidth,
0.5,
3 * scaleByMapSize(1, 4),
scaleByMapSize(0.2, 0.4),
0.1,
0.01),
new MultiPainter([

View File

@ -104,7 +104,7 @@ var riverPositions = [
g_Map.log("Creating the main river");
createArea(
new PathPlacer(riverPositions[0], riverPositions[1], scaleByMapSize(10, 20), 0.5, 3 * scaleByMapSize(1, 4), 0.1, 0.01),
new PathPlacer(riverPositions[0], riverPositions[1], scaleByMapSize(10, 20), 0.5, scaleByMapSize(0.5, 2), 0.1, 0.01),
new SmoothElevationPainter(ELEVATION_SET, heightSeaGround, 4),
avoidClasses(clPlayer, 4));
Engine.SetProgress(25);