Anarchid wrote:QTPFS is pretty nice, but it has two fatal flaws that prevent its use right now:
- Hideous RAM usage on larger maps, easily exceeding gigabytes.
- Quite noticeable lag between when unit receives move order and whe it actually starts moving. Spamclicking a unit to move move move to some location where you need it like right now just causes it to freeze in place, as each click resets the path-calculation delay.
ps. high pear, I didn't realize you were a dev. Thought you were a noob learning to play. Street cred ++
If you guys think this pathfinding method is the right one to pursue, let me encourage you in it. If the problem is lag preventing the unit from moving initially, then program the unit to move in the direction of the mouse pointer until computations have completed.
Not only 90% of the time is that arbitrary direction the right path to go, but as someone whos played spring for about 6 years one of the skills we developed is to first send the unit walking roughly in the right direction if we are on the wrong view and focused on another thing at the moment.
This is usually done when timing is critical ingame. We gamers would understand if a unit moves directly towards its target initially and then after a few seconds decides it went in the wrong direction. This is perfectly acceptable given 90% of the time that initial guess is 90% correct.
90% of the time our complaint is related to units not being able to pass territory at all regardless of the amount of time they sit there thinking about it.
CPU lag is a major issue and needs to be addressed. I wish maybe devs would find a very simple rough way to compute it because the MT version of spring crashes.
thanks