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Cygal

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  1. Sorry! I was thinking about something like that, but I can't find the URL. It's quick, but in the map you use you never have to check a lot of tiles. If you plan for huge maps with a lot of units pathfinding a lot where you will encounter A* worst case (when used with the Manhattan distance), then it could become a problem.
  2. An Age of Empires developer explained how they handled the problem of group movement, if you want to look at it: Coordinated Unit Movement : http://gamecareerguide.com/features/19990122/movement_01.htm Implementing Coordinated Movement : http://gamecareerguide.com/features/199901...ementing_01.htm According to litterature there are two main ways to solve this. The first is named "Steering behaviors", which is what you want here, and the other one is about crowd simulations, wich is out of scope and still an area of research. Note that it is also possible to cheat and allow units to cross each other. Steering Behaviors For Autonomous Characters : http://www.red3d.com/cwr/steer/gdc99/ If the new short-range path fails (rare), then you can always ask for a new path. Concerning CPU cycles, it's possible to give the pathfinding code a budget each frame, and ask him to continue the computations the next frame if it's not finished. There are a lot of possible optimisations too but I guess they should only be performed if pathfinding takes too much time.
  3. Hello! This is my first patch for 0 A.D, I hope I made it right. The related ticket is here: http://trac.wildfiregames.com/ticket/251 The only thing I did is modify the parser so it does not treat values of 'typeRest'. Thanks for the review and for opensourcing this great game.
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