quote: completely resets the game world to commanders spawning on a fresh map, effectively restarting the game. (...) Spring comes with a height-map restoring command, units and wrecks can be removed and commanders can be spawned. The only thing I'm not sure about is how easy it would be to restore rocks, trees and other map-destroy/reclaimables. |
In spring Rocks, trees and other eatables are called "features."
Reading features positions/properties and (re)spawning them is excactly what was used as example used in some beginner Lua tutorial, so that gives hint about the difficulty.



Shadowfury333 Thanks for links, I read the posts of this dude and some random ones. But was not so insightful.
link 1 - nothing technical except general "does not work in other engines" (obvious)
link 2 - bit about pathfinding or so
link 3 - log-in required (too lazy to register, sry. i last this played in demo (or was it some beta?))
link 4 - something about balance and that cloaking was too much effort
link 5 - Bit interessting now:
"Yep, turrets would take at least 6 bits. (..)
The z-position takes up 5 bits" - So far, so good... -
"We don't currently have even 6 bits free."Why not?
Link 6 - log-in required
Maybe link 4&6 have the answers but so far this did not explain why storing a few more bits is not possible.
Like does it somehow explode exponentially like Techa eco or what is the problem.
I do not understand what makes this so heavy computing that the difference of RAM vs CPU cache and every little bit matters. (is that somewhere mentioned in forum?) "Fitting into cache lines" and all that seems more like writting demoszene of C64?
To ask naively, I can jump around in a HD video without problem, every frame maybe already holds more information than all the units?