some tests, mostly pathfinding (0.82.3 vs 0.82.3-152)

some tests, mostly pathfinding (0.82.3 vs 0.82.3-152)

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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raaar
Metal Factions Developer
Posts: 1095
Joined: 20 Feb 2010, 12:17

some tests, mostly pathfinding (0.82.3 vs 0.82.3-152)

Post by raaar »

i did some pathing tests in the current spring release (0.82.3.0) and the test version (0.82.3-152). Used BA 7.1. Spawned mixes of peewees, cans, sumos and heavy tanks and moved them around.

imo 0.82.3-152 fixed the main problem with 0.82.3 : if you send a tightly packed bunch of 20 peewees to a location, they remain tightly packed and move efficiently instead of spreading out and wandering around in circles.



spring_test (0.82.3-152 , Ba 7.1)

--- 2 groups of units moving in opposite directions through each other :
- sometimes get stuck in a "vibrating" mode, colliding with each other. Imo what should happen is, as repeated collision is detected, the slowest units should keep trying the trajectory and the fastest should move aside to where there is free space and only then resume course.

--- big group of units moving into position (converging to a point):
- mostly ok, but sometimes a fastmoving unit constantly bumps into slow moving unit moving in the same direction, instead of going around.



spring (0.82.3, ba 7.1)

--- 2 groups of units moving in opposite directions through each other :
- they avoid each other, but move away from the direction they should be moving a bit too much, sometimes in the opposite direction they should be moving!

--- big group of units moving into position (converging to a point):
- they avoid each other, but turn away from the optimal direction a bit too much, some times in the opposite direction!
- sometimes a fastmoving unit constantly bumping into slow moving unit moving in the same direction, instead of going around



common bugs:
- sometimes it seems units start showing move animations while stopped, when i click shift on them, they don't show any move destination, as if they stopped but the cob script's StartMoving() was called but StopMoving() wasn't. I think it is related to aiming. Selecting them and pressing stop doesn't stop the move animation.
spawned an enemy bulldog in the middle of 3 cans, when they killed the bulldog, they all started moving in place. Did that again, two of them moved. Spawned a reaper in the middle of 10 peewees, one started to "move" in place after the reaper was killed.
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scifi
Posts: 848
Joined: 10 May 2009, 12:27

Re: some tests, mostly pathfinding (0.82.3 vs 0.82.3-152)

Post by scifi »

I Support what he says

Pathfinding of huge unit composition is worse in the new version,
units try to avoid each other instead of actually moving.

Ordering to line up units clank up more. :(
Google_Frog
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Joined: 12 Oct 2007, 09:24

Re: some tests, mostly pathfinding (0.82.3 vs 0.82.3-152)

Post by Google_Frog »

Sounds good. Did you try toggling heatmaps as and turnInPlace?
raaar
Metal Factions Developer
Posts: 1095
Joined: 20 Feb 2010, 12:17

Re: some tests, mostly pathfinding (0.82.3 vs 0.82.3-152)

Post by raaar »

is that toggleable?

(i don't tamper with the game engine, just play it and do mod stuff)
Google_Frog
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Re: some tests, mostly pathfinding (0.82.3 vs 0.82.3-152)

Post by Google_Frog »

Yes both are toggleable. Heatmaps can be disabled in movedata and turnInPlace is a unit attribute.
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Hobo Joe
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Joined: 02 Jan 2008, 21:55

Re: some tests, mostly pathfinding (0.82.3 vs 0.82.3-152)

Post by Hobo Joe »

Is it toggleable client-side? So I can toggle it off on any host?
Google_Frog
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Re: some tests, mostly pathfinding (0.82.3 vs 0.82.3-152)

Post by Google_Frog »

Hobo Joe wrote:Is it toggleable client-side? So I can toggle it off on any host?
TurnInPlace is potentially toggleable client side, currently no games implement a toggle.

I am pretty sure heatmapping can be toggled client side by switching around which movetype is used by units. I am not sure if the movedata can be changed directly. Again noone has implemented this.
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