You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Review the creature pixel occupation and move action processing, so it happens without collision. Each step each creature should obtain the occupied pixels and move to a new pixel if its not occupied. If it is occupied move only as much as possible without any collision. The only way to handle this is in a sequence:
Creature A move receives occupied pixels
Creature A moves to a new unoccupied pixel
Creature A move updates occupied pixels and returns the array
Creature B move receives occupied pixel... etc
Is it possible to do this somehow in parallel?
The text was updated successfully, but these errors were encountered:
Review the creature pixel occupation and move action processing, so it happens without collision. Each step each creature should obtain the occupied pixels and move to a new pixel if its not occupied. If it is occupied move only as much as possible without any collision. The only way to handle this is in a sequence:
Is it possible to do this somehow in parallel?
The text was updated successfully, but these errors were encountered: