ambershee is spot on.
I had same problems with procedural map generation of own project (full procedural generation of tactical map), but solved it by restructuring the code into smaller chunks and optimizing the PCG algorithm itself.
P.S. I'm a fan of your project, looking forward to its Steam release.
P.P.S. Please keep the turn-based combat system
Like ambershee said, the only way to bypass this limits in every language is to rewrite your code
for example if you had something
for(i=0;i<=1000000;i++)
{
do somthing
}
and it fails
then just make it
for(i=0;i<=1000;i++)
{
for(j=0;<=1000;j++)
{
do something
}
}
or something like that
I'm kinda drunk right now and I've got some problems in my family (with my wife to be exact) so I'm really sorry for my words if they are wrong or something...
I've hit this limit before - you'll hit it with a triple-nested loop very quickly.
The solution is to break your code down into more independent functions / loops, (or better break it down across ticks) and this will let you around the infinite loop iteration check.
Sure, I don't have for(i=0;i<1000000;i++)... However I have some nested cycles and recursive functions so It is pretty easy to reach this limit (I think it counts "if" in cycles too) for me.
Hello. I got question for Epic guys. Is here some chance to make iterations limit customizable ? I know that it is pretty high however It is not enough when generating some things on the level start. Doing it in many tick is not very efficient and easy. Thank you.
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