Because the direction of the line is opposite to that of the unit iteration order if you draw it from "left" to "right" and the units happen to be sorted "right" to "left" or vice versa. There is almost no criss-crossing for a given group of units when you always draw lines with one consistent orientation.Gota wrote: I mean why is it than when i have a line of units facing right and i stretch a move line at a location to the left of my units all my units will get criss crossed...
a\ / a
b \ b
c/ \ c
CustomFormations works similarly for small groups.
When there are N units (and N goal positions), you would need N*N path computations to find the optimal solution. Which gets expensive quickly, so it isn't done.JAZCASH wrote: I'm sure Custom Formations is relevant in some way though. It orders each unit a move command individually, so each unit has it's set move order to go to, each unit should have the most optimal path in terms of time it would take to get there, compared to any of the other units using that same path.
People say that a lot, yet never seem to be able to quantify them, hence why topics about Spring's PF usually aren't taken very seriously.zerver wrote: I agree the pathfinder has some issues
Also, the reactions to the FF algorithm on GPG's forums and elsewhere are far from universally positive, with insightful comments like
being no exception there either.pathing is borderline broken