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Status Update #2: A lesson in time complexity
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So this story starts about a month ago when we asked Jacky about expected completion dates on the maps, it turns out she had been making these incredibly impressive cave structures by hand and had put over 40 hours into making caves alone over the past year and hundreds of hours painstakingly painting the maps.

This obviously wasn't sustainable to finish, so we set Maxopoly to the task of designing a cave generator (can't use Minecraft's without Terraingenerator which comes with its own baggage), we soon found that there was pretty much nothing available to do the job. Hence Caveworm was born.

Through a great deal of work and time Max got it to make some very impressive caves and setup a configuration fore each world.

At the same time I was setting a somewhat aggressive launch date for 3.0, without time pressure development moves much more slowly. So its a question of balance between having a deadline that's motivational and having one that's pointless.

Anyways I wake up this morning to Max trying to apply caves to the various shards expecting that if his test environments took 30 minutes the actual maps should take only a couple of times larger than that.

You see this is where we run into today's problem, a 500r test map isn't 4 times smaller than a 2000r actual map its 24 times smaller. n2 time complexity strikes again.

So anyways thanks to optimizations performed over the course of the day and good planning we expect to miss our launch window by several hours but make it before midnight tonight. As we are 2/3th of the way through the process at this point.

Inspecting Abydos (the first finished) its looking pretty swank, so I think we will find ourselves happy with the rest of the maps.


Someone said that poor timing on our release was poor use of resources. I argue that this strategy has us done weeks ahead of estimates from devs in the trenches. I'm happy with the outcome so far.

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