In response to StolenSoul
StolenSoul wrote:
It would be possible for multiple threads but multiple cores would be a programmers nightmare on both sides. Just imagine the rammifications to debugging an app alone.. Unlike you I still remember when multithreading first came out. Most developers still refuse to touch them just because of the "potential headaches".

Fun fact: A longstanding bug in file dialog boxes (for verbs and ftp() commands) that was only recently fixed was the direct result of a very weird threading issue. Some pointers went berserk and Dream Seeker crashed like Bear Stearns in Lindsay Lohan's passenger seat. The crash was intermittent, never happened to Tom or me, and very few users seemed to get it reliably enough to help us test the issue. Good times.

Lummox JR
In response to Hazman
Don't forget trying to make windows through a DLL file makes Dream Seeker crash unless it was on another thread. :P
In response to StolenSoul
It most likely wont compile for one reason. You are lacking the libraries needed to compile it.
I can't remember all of them, but there are 4 you need.
http://www.byond.com/developer/Deadron/Quest
http://www.byond.com/developer/Deadron/TextHandling (I think, if not then some other similarly named library)
http://www.byond.com/developer/Shadowdarke/sd_MapSuite
http://www.byond.com/developer/AbyssDragon/SortProcs (Again, not 100% sure)

As for bugs, they would naturally exist, the game was never finished, not even to a level where I would release it for alpha testing of any sort.
As for comments, I know I should use them, but I don't. Just never been bothered with it. But most of the code is easily named and even without comments you can quickly figure out what things should do.
In the case of AI optimization look at the Enemies/Base file, each of the procs used is appropriately named (the proc named AI_FindPlayer... Finds players! and the proc named AI_Wander makes the mob wander randomly!).

As for the way I code. It works. Sure I might not be some black belt BYOND user who can program proffesional back flipping systems or whatever. But unlike those people I can code and produce something playable, I don't spend all day on the forums lording my superiority over everyone by talking about how I can optimize the co-efficiency of the ratio of a piece of pie by 42.8% or whatever else you do to make yourself feel superior to other people.
If I spent another month on the game posted above I'd have a finished demo at least, which might not be the best coded game on BYOND, but it'd still be a game, it'd work, and probably be better than most every other game on BYOND (then again, BYOND has hardly any decent games anyway, so that's not much of an achievement).
Until you actually produce at least a half playable game you're just talking a load of rubbish. Anyone can go around saying someone sucks at programming, but how many of those people have or can make something themselves?

Anyway, now you know how to get the code working, where to look and what it does, tell me how it could be optimized without sacrificing any functionality.
In response to Kaioken
Blahblah optimization again. Take a look at the other post I made, you've been told what you need to get the coding to work, where to look and what things do.
So instead of throwing the word optimization around how about you say how it can be done (again without sacrificing the functionality of the AI).

Also, in this case I know it can be optimized, but I didn't because I didn't feel the need to in this case. I can on my computer (4 cores running at 2.4Ghz, in this case only one of those being used effectively making it 2.4Ghz) I can get it to run 1000 AIs with CPU usage floating between 10-20%. Which was more than enough for this game at least.
In response to The Magic Man
The Magic Man wrote:
Blahblah optimization again. Take a look at the other post I made, you've been told what you need to get the coding to work, where to look and what things do.
So instead of throwing the word optimization around how about you say how it can be done (again without sacrificing the functionality of the AI).

I know it might sound like I'm beating a dead horse on this one, but when it comes to AI, less is more. Very simple behavior can make for a very challenging opponent even at close range, but most likely it'll serve you better as a middle tier. Anywhere that's not near a player though, you really should fob off onto a routine that just shuffles numbers around. E.g., 24 zombies in the old church, 17 in the high school gym, and so on, then simulating movement from place to place by calling the manager every minute or so to crunch some numbers, or even once per second choosing a random room to empty out a random percentage of its monsters into random neighboring locations.

Also, in this case I know it can be optimized, but I didn't because I didn't feel the need to in this case. I can on my computer (4 cores running at 2.4Ghz, in this case only one of those being used effectively making it 2.4Ghz) I can get it to run 1000 AIs with CPU usage floating between 10-20%. Which was more than enough for this game at least.

Overall those are pretty impressive numbers, especially without otpimization. You can definitely take that a lot lower without sacrificing gameplay.

Lummox JR
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