SnotlinG,
SnotlinG wrote:I have been trying out a few different solutions, but so far I havent found any really good.
The one that I think could work is as piranha say, that at a certain point in tha game (say 20 new tiles explored), we make a new request to the server to re-create the minimap and then load it back to the minimap window.
That will probably put a big drag on the server to have to keep rebuilding the mini-map. Some units like Dragons can unfog 10+ squares per move so would be unfogging 20 in 2 moves.
I am guessing that what you can do in a browser is not like regular graphics where you can create a 2nd mini-map in the background and then simply point to it. Basically a double buffering technique where what's being created wouldn't have the DIV's and could be swapped in repeatedly?
What about a floating mini-map (Warlords IV used that concept). Basically a pop up window that is fixed in position where the mini-map is now. Then when a unit is moving you'd close the mini-map and re-open after the move finishes with a brand new mini-map. You'd have to store everything locally (to avoid killing the server) to create the map. Would that be do-able/save time?
KGB
P.S. I see now what Piranha means about water. I experimented by moving the map view around. When no water is in view the CPU load drops to 10%. When water is being animated on my 1900x1200 screen it goes to 50% (1 full core).
Maybe an option to turn off the animation of the water? I only suggest these things because right now, speed games are unplayable because it just takes too long to move more than a couple of units.