Article View: comp.sys.ibm.pc.games.strategic
Article #715853Re: Civ V - It better not be slow and based on Python, Ruby or other crap languages
From: Martin Wallinson
Date: Fri, 14 May 2010 01:16
Date: Fri, 14 May 2010 01:16
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3397 bytes
On Thu, 13 May 2010 02:51:50 -0400, "Jim" <jim@wtf.invalid> wrote: >The GameBryo engine is a pig IMO. If you played Oblivion when it came out >you'd probably agree. But thats only a small part of problem. I did play Oblivion when it game out (on the same PC that I originally had when I bought Civ IV), and I did crave better performance (especially in outdoor environments) and never considered Oblivion a top-notch performer, but the performance was good enough that I did enjoy it for many hours. I got a whole new rig a few months after I finished Oblivion, and went back to some old saved games for some side quest fun, and it was quite smooth by then, but still showed that it wasn't as fast as some other engines. But, for the time frame (spring 2006 I think), the eye candy in Oblivion was pretty good so it had a little more excuse to be slow. >A lot of calculations do happen every turn. The game checks trade routes >for each city and has add culture to every tile in the cities radius and >check who owns it. And since we longer have a retarded AI that takes up >more time. >The turns on Civ3 got ridiculously long if you played a full huge map and >that's a much simplier game with no Python. Well back in the days of the 386, the original Civ could bog down at times, but on a large map with lots of stuff going on, the actual calculations needed to get the job done (versus how many actual calculations might be taking place behind the scenes) shouldn't be much more in the newer versions of the game than the old. The routes are prettier and we have zooming and camera angles and such, but the number of tiles, approximate distances and such should be about the same.
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