Hey, I read the pathfinding work news on moddb and now I have a question about your pathfinding system.
How do you manage to recalculate the path only for the affected units when a building is constructed/destroyed?
Do you divide the map into areas and then check the area where the changes are and look which units have a pathfinding with jump points in the same area?
Pathfinding Question
Started by
Oger-Lord
, Apr 26 2012 01:59 PM
2 replies to this topic
#1
Posted 26 April 2012 - 01:59 PM
#2
Posted 26 April 2012 - 02:46 PM
In the old and currently-being-worked-on designs, we don't recalculate paths for units. Once they've started to move and have picked a path, they'll carry on using that path forever, unless they crash into an obstacle and have to stop and pick a new path. That's maybe not ideal behaviour, but it works okay for now
Philip Taylor [aka Ykkrosh]
Wildfire Games Programmer
Contact me: philip@wildfiregames.com
Wildfire Games Programmer
Contact me: philip@wildfiregames.com
#3
Posted 26 April 2012 - 06:55 PM
Ykkrosh, on 26 April 2012 - 02:46 PM, said:
In the old and currently-being-worked-on designs, we don't recalculate paths for units. Once they've started to move and have picked a path, they'll carry on using that path forever, unless they crash into an obstacle and have to stop and pick a new path. That's maybe not ideal behaviour, but it works okay for now 
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
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