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by pear
06 Sep 2013, 00:59
Forum: SPADS AutoHost
Topic: Unable to stop game on [x]TheHost autohost
Replies: 2
Views: 1066

Re: SPADS AutoHost beta release

I didn't realize the problem was partly caused by a custom configuration. I agree that eliminating said customization is the appropriate action.
by pear
05 Sep 2013, 22:27
Forum: SPADS AutoHost
Topic: Unable to stop game on [x]TheHost autohost
Replies: 2
Views: 1066

Unable to stop game on [x]TheHost autohost

Sometimes the game ends (last commander dies) but the host doesn't stop. Sometimes the host refuses to accept anyone's "!stop", presumably because it doesn't allowed timed out and disconnected players to do that and frequently almost everyone is in one of those statuses after game end. Thi...
by pear
04 Sep 2013, 17:47
Forum: Engine
Topic: Pathing algorithms
Replies: 30
Views: 6107

Re: Pathing algorithms

Thanks for the profile. Three noteworthy numbers: - 61% in CPathManager::MedRes2MaxRes (and its callees) - 10% CMoveMath::GetPosSpeedMod - 16% CMoveMath::SquareIsBlocked I wonder if caching these CMoveMath results would improve performance. These computations are fairly simple but there are some loo...
by pear
04 Sep 2013, 01:04
Forum: Engine
Topic: Pathing algorithms
Replies: 30
Views: 6107

Re: Pathing algorithms

what told you there are any collisions, did you profiled it? I have not profiled the number of collisions. However within the past couple of hours rt has added code to do this profiling: https://github.com/spring/spring/commits/develop/rts/Sim/Path/Default/PathCache.cpp . --- Here's another oddity:...
by pear
03 Sep 2013, 21:48
Forum: Engine
Topic: Pathing algorithms
Replies: 30
Views: 6107

Re: Pathing algorithms

1. you would have to ask its original author (who is long gone) 2. see 1: we can only discuss design decisions about code we wrote and this one has so far not given us cause to question or replace it (cached paths only live for a short timespan anyway) 3. as big as the resolution of the estimator t...
by pear
03 Sep 2013, 12:57
Forum: Engine
Topic: Pathing algorithms
Replies: 30
Views: 6107

Re: Pathing algorithms

From CPathCache::GetCachedPath (https://github.com/spring/spring/blob/develop/rts/Sim/Path/Default/PathCache.cpp): unsigned int hash=(unsigned int)(((((goalBlock.y)*blocksX+goalBlock.x)*blocksZ+startBlock.y)*blocksX)+startBlock.x*(pathType+1)*max(1.0f,goalRadius)); std::map<unsigned int,CacheItem*>:...
by pear
03 Sep 2013, 01:46
Forum: Engine
Topic: Pathing algorithms
Replies: 30
Views: 6107

Re: Pathing algorithms

Thanks for the numbers in 1 & 2. Those help me predict which algorithms would work well. Surely landmark selection is not a real bottleneck. Landmarks are a heuristic anyway so picking landmarks heuristically is not a problem. I bet the problematic preprocessing step is computing the distance fr...
by pear
02 Sep 2013, 14:06
Forum: Engine
Topic: Pathing algorithms
Replies: 30
Views: 6107

Re: Pathing algorithms

Here are some specific questions: 1. A typical map size displayed in SpringLobby is "16x16". What are the dimensions of the max resolution grid used for pathfiding on such a map? 2. I'm guessing that when heavily loaded the path manager is handling on the order of a few hundred new or upda...
by pear
01 Sep 2013, 15:52
Forum: Engine
Topic: Pathing algorithms
Replies: 30
Views: 6107

Re: Pathing algorithms

Thanks for your (plural) comments about the article. The issues you raise suggest that a navigation mesh is unlikely to be the right solution. The main point of my post was the requirements spring's pathing engine satisfies, not navigation meshes or that article. Could someone please explain the hig...
by pear
01 Sep 2013, 06:37
Forum: Engine
Topic: Pathing algorithms
Replies: 30
Views: 6107

Pathing algorithms

The alt-b debug display shows that pathing-related computations are one of the leading CPU sinks. I'm curious to investigate whether pathing CPU efficiency can be improved using ideas from one of the many research papers on pathing-related topics. (The relatively well known A* algorithm is just the ...
by pear
24 Aug 2013, 13:50
Forum: Balanced Annihilation
Topic: Post-game BA crashes
Replies: 5
Views: 2658

Re: Post-game BA crashes

BTW I keep getting these crashes fairly regularly with 7.81 too so if you want another infolog & replay I can do that easily.
by pear
21 Aug 2013, 19:38
Forum: Balanced Annihilation
Topic: BA 7.81 Released!
Replies: 29
Views: 10691

Re: BA 7.80 Released!

pear wrote:Here's an infolog.txt for a crash that occurred in-game for no apparent reason today. I and other people have been getting in-game crashes frequently since 7.79 was released yesterday.
I've attached the corresponding demo file in case that helps.
by pear
21 Aug 2013, 19:28
Forum: Balanced Annihilation
Topic: Post-game BA crashes
Replies: 5
Views: 2658

Re: Post-game BA crashes

Here's the requested replay zip.
by pear
19 Aug 2013, 18:49
Forum: Balanced Annihilation
Topic: BA 7.81 Released!
Replies: 29
Views: 10691

Re: BA 7.80 Released!

Here's an infolog.txt for a crash that occurred in-game for no apparent reason today. I and other people have been getting in-game crashes frequently since 7.79 was released yesterday.
by pear
19 Aug 2013, 18:19
Forum: Balanced Annihilation
Topic: Post-game BA crashes
Replies: 5
Views: 2658

Post-game BA crashes

This thread is about the times that BA crashes or freezes after the game is over. This has happened to me intermittently since I started playing the game with version 7.78 and also occurs with the latest 7.80. I've attached infolog.text, with all occurrences of my username (in e.g. directory names) ...

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