Pathfinder progress

Everything related to the code /
Tout ce qui touche au code
Post Reply
User avatar
zuzuf
Administrateur - Site Admin
Posts: 3281
Joined: Mon Oct 30, 2006 8:49 pm
Location: Toulouse, France
Contact:

Pathfinder progress

Post by zuzuf » Sat Nov 21, 2009 1:03 am

I've spent some time rewriting the Pathfinder stuffs. We now have a pretty good pathfinder (maybe a bit slow but we'll optimize it later). I didn't touch much to path follower code (it doesn't use the MAP::energy stuffs yet), so there are a few problems left with it and because of that there is no group behavior implemented yet but this will be done very soon :).
=>;-D Penguin Powered

xpoy
Posts: 669
Joined: Mon Sep 22, 2008 3:55 am

Re: Pathfinder progress

Post by xpoy » Sat Nov 21, 2009 5:10 am

Pathfinder CPU friendlyness adapts to multicore (single core -> no more than 25% of CPU can be used by Pathfinder, multicore -> up to 100% of 1 core)
:D !
I watch time line 3 times/ per day

User avatar
Balthazar
Moderator
Posts: 2055
Joined: Wed Nov 01, 2006 4:31 pm
Location: Russian Federation
Contact:

Re: Pathfinder progress

Post by Balthazar » Sat Nov 21, 2009 8:40 am

xpoy wrote: :D ! I watch time line 3 times/ per day
Me too :P

User avatar
zuzuf
Administrateur - Site Admin
Posts: 3281
Joined: Mon Oct 30, 2006 8:49 pm
Location: Toulouse, France
Contact:

Re: Pathfinder progress

Post by zuzuf » Sat Nov 21, 2009 4:21 pm

We have working pathfinding and path following code even though there are a few bugs left (mainly related to pathfollowing state being corrupt in some cases - I noticed sometimes ships refused to move and stayed stuck there until someone comes and push them).
It's much better than before (it would have been a shame otherwise :oops: ).

I've made a small video to show you what you can expect from this new code:
ftp://downloads.ta3d.org/videos/pathfinder.avi

Of course since this code is very recent there are probably lots of small things to tweak (for instance there are several parameters for those energy constraints controlling unit movements).

NB: there is an appearing ship in the video, this is not a bug this is due to video recording latency, this ship was properly built and moved away from the ship yard :P
=>;-D Penguin Powered

User avatar
Balthazar
Moderator
Posts: 2055
Joined: Wed Nov 01, 2006 4:31 pm
Location: Russian Federation
Contact:

Re: Pathfinder progress

Post by Balthazar » Sat Nov 21, 2009 5:27 pm


xpoy
Posts: 669
Joined: Mon Sep 22, 2008 3:55 am

Re: Pathfinder progress

Post by xpoy » Sat Nov 21, 2009 5:52 pm

/:^}~~~
I re-post to taclub. This is great! Will multi-game in nearly day?

User avatar
Balthazar
Moderator
Posts: 2055
Joined: Wed Nov 01, 2006 4:31 pm
Location: Russian Federation
Contact:

Re: Pathfinder progress

Post by Balthazar » Sat Nov 21, 2009 9:25 pm

Each post in timeline make my life better :P

xpoy
Posts: 669
Joined: Mon Sep 22, 2008 3:55 am

Re: Pathfinder progress

Post by xpoy » Sun Nov 22, 2009 1:15 pm

/:^]
I want more new post, so will start 3-rd code in 3 or less weeks, really meet a big idea(work) to finshed at now.

xpoy
Posts: 669
Joined: Mon Sep 22, 2008 3:55 am

Re: Pathfinder progress

Post by xpoy » Sun Nov 22, 2009 4:44 pm

The pathfind trick done, so a new pack or just a simple bin for test? /:^}!!!

User avatar
zuzuf
Administrateur - Site Admin
Posts: 3281
Joined: Mon Oct 30, 2006 8:49 pm
Location: Toulouse, France
Contact:

Re: Pathfinder progress

Post by zuzuf » Sun Nov 22, 2009 4:54 pm

I am building one right now :)
=>;-D Penguin Powered

xpoy
Posts: 669
Joined: Mon Sep 22, 2008 3:55 am

Re: Pathfinder progress

Post by xpoy » Mon Nov 23, 2009 6:26 pm

LOL when realize I just watch timeline 3 times in 1 hour...

Post Reply

Who is online

Users browsing this forum: No registered users and 33 guests