короче если вы хотите нормальный расчет бо ... то надо делать сами..м не один изначально не предназначен для всего - допиливайте любой.. просто выберите один ...пофиг какой и делайте его сами.. не можете сами ...наймите кто можетДелаю качественно в сроки! на любой версии moons, встрою, или напишу любой мод , но дорого! afire-space.com
No. Generally, the Ogame battle engine is not optimal. The bigger the battle, the more resources the server uses.
It is possible (with a very large amount of frame, really big) to create a battle that will count for a month (there will be a lot of ships, and the processor will not be too efficient).
PHP is not a fast language. Programmers (since version 7) try to speed it up and you can see it, because it is actually getting faster. But it will never be as fast as for example C++.
So the battle engine based on PHP is very difficult to implement. We used the so-called "Data Structures" instead of "Arrays" to speed up the engine, but that's not enough. It seems to me (but I may be wrong) that we have reached the limit for PHP. It's best to rewrite the battle engine (to C++?), which allows for much more performance, or give up and develop OPBE.
In SteemNova we do both things. That is why we have two battle engines and everyone can choose the right one.
Is it possible to implement the battle engine in c ++ and connect it to php?
I do not dominate the C ++ language at all; but a programmer who knows him can do it.
How do I connect both languages?
The post was edited 2 times, last by fervi ().
@Kaizoku, In steemnova I have rewritten combat engine completely. It is 100% same as speedsim/websim/ogame.Based on ogame.fandom.com/wiki/Combat. See my commits github.com/steemnova/steemnova/pull/50
It is most accurate combat engine right now.
However it has weakness if doing large battles. PHP is not good for large arrays, so calculating battles with over 500k units can take seconds. Up to minutes for million battles.