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when toggle format what by license comment
Jun 30, 2022 at 18:05 history edited DMGregory CC BY-SA 4.0
Clarifying title, adding link to related question, tagging
Aug 15, 2018 at 21:55 vote accept Yheeky
May 8, 2017 at 11:14 comment added Exaila I am glad you found it useful :D
May 4, 2017 at 17:58 comment added Yheeky Your advice was great! I just used the VS profiler which showed me, that I had a pathfinding function for each affected building to check if the junction connection is still valid. Of course that´s expensive as hell! It´s only about 5 FPS but better than nothing. I´ll get rid of that and assign buildings to road tiles so I do not need to do this pathfinding check over and over again. Thanks a lot! No I only need to fix the buildings in radius issue which is the bigger one.
May 4, 2017 at 14:40 comment added Yheeky Thanks for the detailed information. I like the idea of dependencies! I will have a look at that one!
May 4, 2017 at 10:32 answer added Peter timeline score: 3
May 4, 2017 at 10:02 history tweeted twitter.com/StackGameDev/status/860072015105064961
May 4, 2017 at 9:51 answer added Philipp timeline score: 5
May 4, 2017 at 9:41 history edited user35344 CC BY-SA 3.0
fixed code formatting
May 4, 2017 at 9:19 comment added Exaila Using a profiler should help identify which bit of the code has the problem. It could be the way you find the affected buildings, or maybe the //do stuff. As a side note big games likes City Skylines tackle these issues by using spatial data structures like quad-trees, so all spatial queries are far faster than going trough an array with a for loop. In your case for instance you could have a dependency graph of all buildings and by following that graph could know immediately what affects what without iterations.
May 4, 2017 at 8:25 history asked Yheeky CC BY-SA 3.0