I often wonder how the creaky Combat Mission 2 engine does it? CMBN I have updated only to V2 and it plays fine, and there is so much going on in that game graphic-wise as well. Also, such a huge variety of units to plop down on large maps than I would ever want to command at once. Yet no lag.
I prefer the true TB mode of TotH, and it may be that the granularity of the hidden programming is much greater. After all, how would a player really know how "accurate" the LOS calculations are in CM games? Well, they seem accurate enough for the pretty demanding and knowledgeable fan base they have.
Well, a 3D engines like Unreal or Combat Mission, checking Line of sight trough 3D space is much, much faster assuming you have the right hardware (and you do need a good video card, not a problem for the past few years). There are no mathematically simulating mountains and other terrain features, as they are either physically there or not. And I'm sure their LOS processing is much more efficient than mine :)
I'm already working on TotH 3D using Unreal engine. With Unreal engine, I just don't have to worry about reinventing the wheel - I can just focus on game rules and let Unreal (a team of engineers/developers) work on engines features and improvements.
TotH, it's played in 2D and therefore mountains and other terrain features like blind hexes behind a building that block LOS have to be simulated/calculated using my formulas which are obviously not as fast as Unreal engine line of sight formulas.
I do notice that doing something even slightly stupid gets you killed pretty quick in TotH. I cannot say the same for CM, even with the replay feature.
In HPS Tigers Unleashed there is a feature that limits LOS to speed up the game. I rarely set it longer than 2,500 yards. Not having a lot of experience with TotH, I wonder the affect of setting path quality lower and no FOW? Obviously, that would be unacceptable to many, but it "should" speed up the game? Just ramblin'...
Yes, reducing FOW or playing on smaller maps in TotH speeds up game-play as FOW and LOS gets calculated much faster regardless of complexity of the terrain.
< Message edited by Peter Fisla -- 8/17/2018 1:06:47 AM >