Information for "Liqwiid Wars Algorithm"
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| Display title | Liqwiid Wars Algorithm |
| Default sort key | Liqwiid Wars Algorithm |
| Page length (in bytes) | 5,538 |
| Namespace ID | 0 |
| Page ID | 18786 |
| Page content language | en-gb - British English |
| Page content model | wikitext |
| Indexing by robots | Allowed |
| Number of redirects to this page | 0 |
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| Edit | Allow all users (infinite) |
| Move | Allow all users (infinite) |
Edit history
| Page creator | HydeWing (talk | contribs) |
| Date of page creation | 02:34, 24 July 2022 |
| Latest editor | HydeWing (talk | contribs) |
| Date of latest edit | 02:34, 24 July 2022 |
| Total number of edits | 1 |
| Total number of distinct authors | 1 |
| Recent number of edits (within past 90 days) | 0 |
| Recent number of distinct authors | 0 |
SEO properties
Description | Content |
Article description: (description)This attribute controls the content of the description and og:description elements. | The Recursive Flood Fill worked OK on small maps (really small 10x10px), but on anything reaching the size I wanted (300x300px) stack dumps were aplenty. In order to remove the stack as such I implemented a queue of "gradient points". The code is just for player 1 at the moment, but adding extra players is just a case of using the "team" variable, and as this was done at 2 in the morning I was more looking at going to bed than functional and elegant code. Saying that, for player 1 it works a treat. Although there is quite a chunk of code (as well as the overhead of a function call) I dont think there is a huge difference in speed between this and the first "algorithm" I tried. |