Is it possible for a mod to support a certain implementation and not the others?hoijui wrote:in spring 0.83, pathfinder will be connected to spring through a lightweight interface only. this means, it will be easy to write different implementations, and plug them in. of course that is not sync save. it is meant for making the code-base cleaner and more importantly, making it easy to write and test different implementations.
short: you can write all your ideas in C/C++ then and test them easily.
Wow, why do we not have this!
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Re: Wow, why do we not have this!
Re: Wow, why do we not have this!
pathfinder is still engine-side, nothing to do with specific mods
Re: Wow, why do we not have this!
The problem is straight lines. You can give a move order diagonal from a units position, and they'll go in a straight line until their move location is about 45 degrees from their current position. The amount varies but the point is that they don't just go from point a to point b, they take a big detour. This is extremely annoying when you give a move order that doesn't clip across the attack range of a tower, but the units will move in a straight line(north/south/east/west) for a distance before going towards the move location, which results in them traveling into the attack range of said tower.
Another very annoying result of this is units traveling single-file, annoying enough by itself, but made much worse and much more noticeable when you get a small fast unit(i.e. flash) stuck behind a big slow unit(i.e. goliath) and it won't pass because it's staying in the grid line provided by the pathfinder.
But like everyone else I'm not a programmer and I don't have the know-how to even begin to understand WHY it works like this, much less how to fix it.
Another very annoying result of this is units traveling single-file, annoying enough by itself, but made much worse and much more noticeable when you get a small fast unit(i.e. flash) stuck behind a big slow unit(i.e. goliath) and it won't pass because it's staying in the grid line provided by the pathfinder.
But like everyone else I'm not a programmer and I don't have the know-how to even begin to understand WHY it works like this, much less how to fix it.
Re: Wow, why do we not have this!
IF we will have multiple implementations one day, it might be possible to include multiple implementations in the engine, and let the mod specify which one to use. usually though, one of them will be superior then the other for .. most likely all mods, and most likely, that will be the (only) one included in the engine.Super Mario wrote:Is it possible for a mod to support a certain implementation and not the others?
a very unlikely scenario is, that the mod supplies the implementation its self (except maybe, some part of it, in Lua), as this is technically very ugly and troublesome, in many ways.
Re: Wow, why do we not have this!
I believe Aegis and I have talked about multiple pathfinder selection in the past, and I'm sure zwzsg or KDR and I did at some point. Just felt it relevant to mention.
Re: Wow, why do we not have this!
How about every unit having a circular piece of path surrounding it, at small distance, and once those two splines intersect, the faster unit is guided around the slower unit by adding the pathpiece onto the road of the pathfinder..its basically avoiding collisions by supersizing the particles, keeping a manouverable distance at all times and it suspiciously looks like flowfield- guess its performancesucker the purest, but if you can kick collissiondetection for it, hey,
nobody notices the trouble you were in, nobody knows but cheat_us
http://www.youtube.com/watch?v=6t6wxfalQvY
http://www.youtube.com/watch?v=596nau-m3Fs
nobody notices the trouble you were in, nobody knows but cheat_us
http://www.youtube.com/watch?v=6t6wxfalQvY
http://www.youtube.com/watch?v=596nau-m3Fs