Pathing "structures" update after huge terraforming

Pathing "structures" update after huge terraforming

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PepeAmpere
Posts: 591
Joined: 03 Jun 2010, 01:28

Pathing "structures" update after huge terraforming

Post by PepeAmpere »

FORCED FULL MAP PATHING UPDATE

When working on notAmap, i generate/change huge parts of map (heightmap, metalmap) before the game (in gadget, so in lua rules loading). After almost full 20x20 map terraforming, pathing "data structure" is not actual and it needs to be updated (=> units can travel only for small distances, longer walk is canceled ~ no path)

As jk told me, <[LCC]jK> pathing is updated continuesly, but that ingame continuesly update takes 20 minutes to get new full pathing map (for 20x20 map).

1a) I would like to have some magic power, that tell the engine: "hey dude, pls recalculate the paths, i can wait few secs when loading... or when choosing start position... you can use all my cpu power for it".

OR

1b) If can be possible to let work LuaRules of map in time of map loading (have no idea where, but sooner) to make possible some terrian generation before the map and paths are calucated, it would be maybe better.

Maybe second suggestion is silly because i dont know much about loading dependencies.

FORCED LOCAL PATHING UPDATE

In pathing threadi found this:
Pxtl wrote:Would it be possible to get manual access to fiddle with the pathing updating? That is, a way to directly tell the engine "don't bother updating pathing yet, this is an intermediate modification" and then say "hey, I'm done mutating terrain at this region and this terrain change is important, I really need you to update pathing through here!"
This is good idea, too.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Pathing "structures" update after huge terraforming

Post by Kloot »

magic powers won't be necessary in 92.0
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