@nex said in The Problems With The UEF - Part 4 (The Ambassador & Blackbird):
@comradestryker said in The Problems With The UEF - Part 4 (The Ambassador & Blackbird):
fake signatures shouldn't be an extra load on the processing side
Then how are your units shooting at fake signatures?
As long as the signature is visible it's considered a unit. Sure it doesn't have weapons itself, but it can still be targeted. I'm not sure how much movement needs to be calculated for them or if they just copy the original, but targeting is already a very performance heavy calculation.
Jip could probably explain it better than myself, so this is a post I recall about this.
@jip said in Jamming ability should reset when vision of unit is lost:
@e33144211332424 said in Jamming ability should reset when vision of unit is lost:
though again having 100's of frigates do it every 5-10s sounds like a small tactical attack aimed at performance.
It is not.
The complexity (with respect to the input) is linear. We denote that as
O(n)
. Linear algorithms are usually a good candidate when you're on a budget (and we are).Some of the performance improvements that we've been having is because there were operations implemented using a complexity O(nlg(n)) or O(n^2) while there was an O(n) or even an O(1) implementation possible. To give you an idea of the growth, see these graphs:
See also on desmos
To pick one
x
coordinate on the graph: if we have 100 (n = 100
) units then it takes the algorithm:
O(n) = 100 steps
O(nlg(n)) = ~664 steps
O(n^2) = 10.000 steps
This is by all means a simplification - there's still a constant factor that can make things expensive. But jamming is not one of those.