Search found 15 matches
- 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.
- 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...
- 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...
- 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:...
- 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...
- 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*>:...
- 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...
- 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...
- 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...
- 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 ...
- 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.
- 21 Aug 2013, 19:38
- Forum: Balanced Annihilation
- Topic: BA 7.81 Released!
- Replies: 29
- Views: 10691
Re: BA 7.80 Released!
I've attached the corresponding demo file in case that helps.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.
- 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.
- 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.
- 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) ...