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by wongarsu
1950 days ago
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Personally I think most of the game is actually about managing changing requirements and layouting, but there's certainly a subset of gamers that are after the perfect endgame base (the X science per second crowd). If that's the target group of the compiler then you can assume that enemies don't exist (they waste CPU power), resources are decoupled from the factory using trains (they run out too fast for tight integration) and that the entire tech tree is explored (everything before that is just a unimportant bootstrap base). Making those assumptions certainly makes the compiler more tractable, but it also gives you another interesting metric to optimize (CPU load of running the produced layout) |
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You'd need some empirical data on train acceleration and top speed, but once you have that plus some generous assumptions about latency tolerances, you can probably automatically lay out tracks and train routes and resource outposts.