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IDProjectCategoryView StatusLast Update
0002994Spring engineGeneralpublic2012-12-04 16:29
Assigned ToKloot 
Product Version86.0.1+git 
Target VersionFixed in Version88.0 
Summary0002994: strange unit bumping when multiple units move to a single point
Descriptionto reproduce (in ba)

/give 20 armbull
ctrl + a

let them move all to one point

-> units bump each other for a long time

the more units, the longer they bump...

Additional InformationSpring 86.0.1-39-ga02ad9a HEAD (Debug)

(release branch)
TagsNo tags attached.
Checked infolog.txt for Errors
Attached Files

related to 0003355resolvedKloot [91.0.1-566] Many units trying to move to one spot cause high cpu load 



abma (administrator)

(major because imo it causes a big performance decrease)


Kloot (developer)

my CPU usage (with a debug build) does not rise above 10% when playing that demo...

(and wrt strangeness, 100 units moving to a single point has never looked elegant in any Spring version)


Google_Frog (reporter)

Last edited: 2012-03-03 12:00

It occurs with few units and it isn't a performance problem. It just looks really bad. I can reproduce it very easilly with 7 armpw in ZK.

Units have lost their 'close enough to move goal' behaviour.


Kloot (developer)

Last edited: 2012-03-03 12:13

Stop making shit up.

There was never a "'close enough to move goal' behaviour", only a "give up after not getting closer" behaviour. And guess what, players complained about that too because the "giving up" part could happen anywhere at any distance.


abma (administrator)

Last edited: 2012-03-03 15:35

yeah, i know that it is maybe fine as it currently is.

imo its bad that the units keeps bumping for a long time, but i'm not sure if that can be solved. this will have the side-effect, that units, that gets bumped don't move back to their old possition i think.

i see this as performance decrease, because units that should be idle, aren't idle.


Google_Frog (reporter)

Call "'close enough to move goal' behaviour" emergent. Whatever you call it this has been lost between 85.0 and 86.0

The units in my replay don't have a move command when they are jittering and are less than 50 elmos away from their move goal.


Google_Frog (reporter)

Fixed? If you don't use any push resistance (not even enemy push resistance) then local unit movement behaviour works reasonably well.


Kloot (developer)

units with push resistance also behave fine, uni- and bi-directional.

-Issue History
Date Modified Username Field Change
2012-03-03 04:18 abma New Issue
2012-03-03 04:21 abma File Added: 20120303_041612_DeltaSiegeDry_86.0.1-39-ga02ad9a HEAD.sdf
2012-03-03 04:22 abma Description Updated
2012-03-03 04:22 abma Additional Information Updated
2012-03-03 10:24 abma Note Added: 0008381
2012-03-03 11:15 Kloot Note Added: 0008382
2012-03-03 11:57 Google_Frog Note Added: 0008383
2012-03-03 11:59 Google_Frog Note Edited: 0008383
2012-03-03 12:00 Google_Frog Note Edited: 0008383
2012-03-03 12:02 Google_Frog File Added: 20120303_215730_Comet Catcher Redux_86_zk0_9_9_5.sdf
2012-03-03 12:10 Kloot Note Added: 0008385
2012-03-03 12:13 Kloot Note Edited: 0008385
2012-03-03 15:34 abma Note Added: 0008386
2012-03-03 15:35 abma Note Edited: 0008386
2012-03-03 16:24 Google_Frog Note Added: 0008388
2012-06-14 06:10 Google_Frog Note Added: 0008767
2012-06-14 13:50 Kloot Note Added: 0008775
2012-06-14 13:50 Kloot Status new => resolved
2012-06-14 13:50 Kloot Fixed in Version => 88.0
2012-06-14 13:50 Kloot Resolution open => fixed
2012-06-14 13:50 Kloot Assigned To => Kloot
2012-12-04 16:29 abma Relationship added related to 0003355
+Issue History