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BGS Unveils New CM5 Match Engine
by Alex Whittaker - 28/05/2004
Match Resolver
Football is the core of ChampMan - sure there is a plenty of logic in the simulation for the players, managers, press, fans etc. off the pitch, but all of that rests on a consistent, believable and accurate representation of the beautiful game. Not just one game either, we have to play all the matches on a third round FA Cup Saturday and not take all day about it - and if you are playing a few other countries, the number of fixtures to resolve soon racks up.
Now if we had opted for different match engines to resolve at different levels of detail, we would have run into problems because the results from one match engine can look very different to those from another. Our philosophy has been to use a single match resolver for all matches and write it as tightly as possible to get matches completed very quickly indeed. To put this in context – and this is for code that has not yet been optimised – we are currently resolving complete 90 minute matches in about a second. Optimisation should drop this a little and we have a few tricks up our sleeve to shave a little more time off.
Of course you multiply up all those matches and it soon adds up, but that doesn’t mean progress bars and cups of tea - ChampMan 5 does not lock the front end as it processes and you can continue to access all screens as the matches resolve. So when Saturday comes, and the engine starts to plough through all of the days matches, you can go and tweak your training regimen or check out the scout reports on today’s coming fixture.
Match realism is pretty good already – we have all of the player behaviour in place, and most of the player stats are now having their affect – (I’m getting sick of seeing Man U spank Torquay!) There is a little more refinement of the player logic and then all that remains is engine tuning and optimisation.
And also some new screens