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#9 Enhance pathfinding

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7
2012-09-28
2010-07-16
benblan
No

Pathfinding is still buggy. This post to make it better.

Discussion

  • Bohdan Stelmakh

    Bohdan Stelmakh - 2010-08-27

    Pathfinding is ready for testing, it is very complex and requires a lot of proccesor ticks, on my 1.6Ghz(HT) it calculates most complex path (that I have used, more then 70000 nodes) in 0.1s, it will make agent arrive at required destination with 100% of success, but it can do this not in best logical way, path to destination can be longer then supposed to be and due to primitive calculation of lentgth of path routes can be quiet strange. I am considering of writting something more simple as this game must be real-time and not everyone have a powerfull computer to calculate current implementation. DO NOT TEST THIS FEATURE IN DEBUG MODE, ONLY IN RELEASE. There is also a lot of debug info dropped in console, I will remove it when testing completes.

     
  • Bohdan Stelmakh

    Bohdan Stelmakh - 2010-09-04

    I have tested previous implementation and decided to remove it. I have written another algorithm - "Flood" - it is better then previous implementations. It is ready for testing.

     
  • Bohdan Stelmakh

    Bohdan Stelmakh - 2010-09-27

    Pathfinding has no smoothing - correct offsets for peds within tiles, but every tile on map can be reached with more or less shortest path. Also this implementation sets minimum requirements to 1.4 -1.6 GHz for CPU. Also an obstacles must be included in pathfinding as it currntly ignores any. Completion of this feature is postponed, due to a lot of things to do for 0.5,

     

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