Nobu
[H]F Junkie
- Joined
- Jun 7, 2007
- Messages
- 10,099
You could optimize it, though. Run a pre-pass to see which units are unaware of what's going on in certain areas, and aren't close enough that another unit would possibly move into their view, then batch all those together on separate threads. Or you could compute all the possible moves of the units that are near other units, and then toss out those computations if something changes in the area of that unit (for example, another unit appears or a unit in the area moves).Most strategy game are turn-based, moving one unit at the time...aka very serial.