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| cmake valgrind: | |
| cmake .. -DCMAKE_INSTALL_PREFIX=/home/jackpoz/trinity -DWITH_COREDEBUG=FALSE -DWITH_WARNINGS=TRUE -DCMAKE_BUILD_TYPE=Debug -DNOJEM=TRUE -DSCRIPTS=static -DTOOLS=FALSE -DVALGRIND_INCLUDE_DIR=/home/jackpoz/valgrind/include | |
| cmake valgrind jemalloc: | |
| cmake .. -DCMAKE_INSTALL_PREFIX=/home/jackpoz/trinity -DWITH_COREDEBUG=FALSE -DWITH_WARNINGS=TRUE -DCMAKE_BUILD_TYPE=Debug -DNOJEM=FALSE -DSCRIPTS=static -DTOOLS=FALSE -DVALGRIND_INCLUDE_DIR=/home/jackpoz/valgrind/include | |
| cmake helgrind: | |
| cmake .. -DCMAKE_INSTALL_PREFIX=/home/jackpoz/trinity -DWITH_COREDEBUG=FALSE -DWITH_WARNINGS=TRUE -DCMAKE_BUILD_TYPE=Debug -DNOJEM=TRUE -DSCRIPTS=static -DTOOLS=FALSE -DVALGRIND_INCLUDE_DIR=/home/jackpoz/valgrind/include -DHELGRIND=TRUE | |
| cmake helgrind jemalloc: |
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| https://github.com/memononen/recastnavigation/blob/master/Recast/Source/RecastArea.cpp#L538 | |
| https://groups.google.com/forum/m/#!topic/recastnavigation/OqJRHFoiVX8 | |
| http://digestingduck.blogspot.com/2012/05/detour-crowd-path-replanning.html | |
| <jackpoz> current main mmaps issue is the time it takes to generate a tile, that's why 1) we do as much as we can work in mmaps_generator and 2) we dont' support dynamic gameobjects | |
| <Rat_> this is https :D | |
| <jackpoz> what if we add a threadpool (pseudo-technical term) where we can queue tile generations at runtime that will be set to the correct place when they are ready to be used ? | |
| <jackpoz> let's say I spawn a gameobject, it queues a tile regeneration, for the next 5 seconds the gameobject has no mmap support, after that the tile is ready and the gameobject has mmap support |
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| AI: | |
| - genetic algorithm | |
| - Microbial GA http://www.codeproject.com/Articles/16286/AI-Simple-Genetic-Algorithm-GA-to-solve-a-card-pro | |
| - Immune A http://www.codeproject.com/Articles/27551/Artificial-Immune-Algorithm-in-C | |
| - Roaches https://msdn.microsoft.com/en-us/magazine/mt632275?f=255&MSPPError=-2147217396 | |
| - neural network | |
| - http://www.codeproject.com/Articles/16419/AI-Neural-Network-for-beginners-Part-1-of-3 | |
| - http://natureofcode.com/book/chapter-10-neural-networks/ | |
| - Markov decision process to change from 1 state to another (Q-learning/reinforcement learning). Neural Network could be just for the combat part. | |
| - state machine (if/else) |
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