Thanks you very much for your answers!
So I don't need to make a single string for my paths since I only need one direction for each ticks. I may just need to increment a value like :
i=Memory.paths[pathName].positionInc
directionToMove = Memory.paths[pathName].arrayOfDirections[i]
But when using FlowFields to move and entire army, it is better to memoryze the entire FlowField in a string since We'll need the entirety of it all the time. We don't want the retrieve 200 addresses everyticks.
One last check :
Wich one of thoses line will take more CPU ?
Game.screeps.Alin_Du_Jardin.name
Memory.screeps.Alin_Du_Jardin.name
We assume that we have a copy or Game.screeps in Memory.screeps.
_PYRO42_
@_PYRO42_
Posts made by _PYRO42_
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RE: Confusing information - Memory CPU use in parsing
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Confusing information - Memory CPU use in parsing
"The more small objects in the Memory, the more CPU spent on its parsing." -tip
I don't really know what parsing is. I assume it has to do with the "banches". The bigger the tree the longer it takes to go to its smalles branch.
But as I am not sure I ask : Why small objects = more parsing = more CPU usage? In the sense that we should have bigger objects and less division? Example?
Thank you in advance for the replies! -
RE: User interface - LARGE
Thank you very much rndr!
Also thanks you too Ross. I know I should but... For some masochistic reasons I want to debug using the vanilla IDE. If I grow a bigger colony maybe. My basic scrips are almost finished, I may start today. -
User interface - LARGE
I may have dreamed but I still remember being able to open a full screen UI "scrip" interface to code. But exept from extending it with the mouse I don't find anyway to have a full screen interface to code.
Am I missing something or was all of this just a dream?