Path finding

Path finding

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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ismo
Posts: 33
Joined: 27 Dec 2009, 13:52

Path finding

Post by ismo »

Don't take this too seriously, but well done video:
https://www.youtube.com/watch?v=2Mg_zDdrHqY
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smoth
Posts: 22300
Joined: 13 Jan 2005, 00:46

Re: Path finding

Post by smoth »

The pathfinder used to get stuck in trees frequently, unit getting pushed inside of features and getting stuck in factories sometimes as well...

just saying.
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gajop
Moderator
Posts: 3028
Joined: 05 Aug 2009, 20:42

Re: Path finding

Post by gajop »

On a more serious note, besides the recent mishap with a certain commit, I thought the pathfinder is much better now, or at least people stopped complaining.
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Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Path finding

Post by Kloot »

Obviously the lack of complaints is due to there being no players left because, as we all know, Spring is dying.
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smoth
Posts: 22300
Joined: 13 Jan 2005, 00:46

Re: Path finding

Post by smoth »

I thought it died years ago? :wink:
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Silentwings
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Posts: 3631
Joined: 25 Oct 2008, 00:23

Re: Path finding

Post by Silentwings »

We could hold a yearly memorial service.
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smoth
Posts: 22300
Joined: 13 Jan 2005, 00:46

Re: Path finding

Post by smoth »

I thought that was the "spring is dying thread" is? Our yearly remembrance for when spring died 5 years ago and players stopped coming
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Jools
XTA Developer
Posts: 2812
Joined: 23 Feb 2009, 16:29

Re: Path finding

Post by Jools »

gajop wrote:On a more serious note, besides the recent mishap with a certain commit, I thought the pathfinder is much better now, or at least people stopped complaining..[citation needed]
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Google_Frog
Moderator
Posts: 2445
Joined: 12 Oct 2007, 09:24

Re: Path finding

Post by Google_Frog »

Can I cite that? I think it has improved, I don't know what engine XTA is using but ZK is using latest. I think pathfollowing is even better since units slide off impassible terrain but I do get some complaints about it looking silly.
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smoth
Posts: 22300
Joined: 13 Jan 2005, 00:46

Re: Path finding

Post by smoth »

they do that when they get stuck? can we get this for when they get stuck in features by pushing?
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zoggop
Posts: 289
Joined: 07 Sep 2010, 18:47

Re: Path finding

Post by zoggop »

i remember when i was writing a config for shard, i wrote a periodic check if the unit had indeed left the factory. if not, i had it try another move order in another direction. much what players do, except they swear more.
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Jools
XTA Developer
Posts: 2812
Joined: 23 Feb 2009, 16:29

Re: Path finding

Post by Jools »

I think units getting stuck in factories may be fixed in the latest development build of engine, but I can't say, we haven't tested it enough with real games . In 98.0 it happens frequently, once per game per player I would say.

The most common complaint isn't that pathfinding is stupid, it does its task quite well. But on some maps units are instructed to go into "red" terrain and get stuck.

it has certainly improved if you compare with engine 94 or 95. I tested it on the map Epic with giving constructors complex orders, and after 96.0 it works better. But it's still not as good as it was in say engine 0.78 or so. Maybe that had other problems or maybe we only remember the good stuff. Ultimately my memory is subjective.

I tried to grep this year's demos for the string _98 in the name and for "pathfinding" in content. 16 hits out of 905 demos. Not so many complaints. It's nice that zk uses the latest engine, but how many real games does zk have with the engines 94, 95, 96 and 98? I only ask that so I can know how much data there is to back up that hypothesis.
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raaar
Metal Factions Developer
Posts: 844
Joined: 20 Feb 2010, 12:17

Re: Path finding

Post by raaar »

I don't think pathfinding is that bad.

There's the annoying fact that units ordered to move nearby won't do so in a straight line, which can make a difference sometimes, and looks weird.

They don't get stuck often imo.
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8611
XTA Developer
Posts: 242
Joined: 29 Dec 2014, 08:22

Re: Path finding

Post by 8611 »

Image
Techa ecoing up
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Jools
XTA Developer
Posts: 2812
Joined: 23 Feb 2009, 16:29

Re: Path finding

Post by Jools »

raaar wrote:I don't think pathfinding is that bad.

They don't get stuck often imo.
It depends on map. Obviously, as the video says, we can always play on flat maps :)
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raaar
Metal Factions Developer
Posts: 844
Joined: 20 Feb 2010, 12:17

Re: Path finding

Post by raaar »

They do seem to get stuck in S44, and it's using spring 98.

Infantry often gets stuck on trees.
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dansan
Server Owner & Developer
Posts: 1196
Joined: 29 May 2010, 23:40

Re: Path finding

Post by dansan »

raaar wrote:Infantry often gets stuck on trees.
Sentence inviting, to be taken out of context :D
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Jools
XTA Developer
Posts: 2812
Joined: 23 Feb 2009, 16:29

Re: Path finding

Post by Jools »

Robert Frost wrote:TWO roads diverged in a yellow wood,
And sorry I could not travel both
And be one traveler, long I stood
And looked down one as far as I could
To where it bent in the undergrowth;

Then took the other, as just as fair,
And having perhaps the better claim,
Because it was grassy and wanted wear;
Though as for that the passing there
Had worn them really about the same,

And both that morning equally lay
In leaves no step had trodden black.
Oh, I kept the first for another day!
Yet knowing how way leads on to way,
I doubted if I should ever come back.

I shall be telling this with a sigh
Somewhere ages and ages hence:
Two roads diverged in a wood, and I—
I took the one less traveled by,
And that has made all the difference.
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smoth
Posts: 22300
Joined: 13 Jan 2005, 00:46

Re: Path finding

Post by smoth »

<3 robert frost
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Forboding Angel
Evolution RTS Developer
Posts: 14636
Joined: 17 Nov 2005, 02:43

Re: Path finding

Post by Forboding Angel »

Why don't you simply fix unit movement? That would be much more simple. Your unit movement is so cruddy, it's no wonder that the pathfinder struggles with it.
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