Good news !!!
- zuzuf
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Good news !!!
This will require some more testing, but I think I've fixed the pathfinding code, definitely !!!!!!!!
It was a small missing test that made impossible for units to look for a path that made impossible to look for a path that goes way from the target to get around obstacles as soon as they're more than a few blocs wide ...
So now it just works, without any performance loss !! (I've even managed to increase it a bit by not computing twice some tests).
We should now have a fast and working pathfinder !!
It was a small missing test that made impossible for units to look for a path that made impossible to look for a path that goes way from the target to get around obstacles as soon as they're more than a few blocs wide ...
So now it just works, without any performance loss !! (I've even managed to increase it a bit by not computing twice some tests).
We should now have a fast and working pathfinder !!
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- Balthazar
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Well, better, much better.
- factories seems now working as they should. Nothing didn`t stuck.
- single unit pathfinding now looks much more clever, but it still sometimes stuck near corner of building and begin to slowly vibrate forth-and-back trying to move forvard. The good thing that it`ll eventually be free after several seconds of such moving and continue it`s way, but the bad thing that suche behaviour shouldn`t be at all.
- multiple unit pathfinding is still pain in the ass, when to a group of units was ordered to move - they become just crazy, don`t see each other, constantly collide in each other and sometimes stuck when one facing another and both move in opposite ways. They could remain same for a long time, before change their mind and continue to do what they should.
So now I see 2 main areas, that definetly need improvment:
1. Units cooperation(interaction) , where should be a way for units to organise in groups, so they could behave definatly, than a single unit, and don`t stuck in each other. Maybe this could be done by tweaking single unit pathfinding, I dunno.
2. Units still don`t see CORPSES. My huge perfect ultimate kickass attack on AI base was screwed because of few dead bodies Unit`s just don`t see them and keep trying to move through them, what is imposiible, die, create new bodies, and this loop keeps going till the last unit stand.
Sorry, Zuzuf, I can say that it is bugless yet
- factories seems now working as they should. Nothing didn`t stuck.
- single unit pathfinding now looks much more clever, but it still sometimes stuck near corner of building and begin to slowly vibrate forth-and-back trying to move forvard. The good thing that it`ll eventually be free after several seconds of such moving and continue it`s way, but the bad thing that suche behaviour shouldn`t be at all.
- multiple unit pathfinding is still pain in the ass, when to a group of units was ordered to move - they become just crazy, don`t see each other, constantly collide in each other and sometimes stuck when one facing another and both move in opposite ways. They could remain same for a long time, before change their mind and continue to do what they should.
So now I see 2 main areas, that definetly need improvment:
1. Units cooperation(interaction) , where should be a way for units to organise in groups, so they could behave definatly, than a single unit, and don`t stuck in each other. Maybe this could be done by tweaking single unit pathfinding, I dunno.
2. Units still don`t see CORPSES. My huge perfect ultimate kickass attack on AI base was screwed because of few dead bodies Unit`s just don`t see them and keep trying to move through them, what is imposiible, die, create new bodies, and this loop keeps going till the last unit stand.
Sorry, Zuzuf, I can say that it is bugless yet
- zuzuf
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Yeah, keep testing. The bug I've fixed only prevented the pathfinder to return a path even when it's possible to find one (well a short one because I set a length limit to prevent the game from freezing ).
Behavior code can vary from one order to another, if you order a unit to build something it will refresh its path whereas if you only order it to go somewhere, or to patrol it won't refresh the path, so if there are corpses made after the path has been found ... it won't turn around the corpses.
I'll try to clean this, and make the movement behavior global to all orders.
Behavior code can vary from one order to another, if you order a unit to build something it will refresh its path whereas if you only order it to go somewhere, or to patrol it won't refresh the path, so if there are corpses made after the path has been found ... it won't turn around the corpses.
I'll try to clean this, and make the movement behavior global to all orders.
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