Feedback on QTPFPS pathing - Page 2

Feedback on QTPFPS pathing

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Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Feedback on QTPFPS pathing

Post by Kloot »

Godde wrote:Now it doesn't skip waypoints at all when driving straight
Of course, you wanted them to:
Godde wrote:When the unit is moving straight, not turning. It shouldn't skip waypoints like in 85
(my point about being as precise and unambiguous as possible should hopefully be clear now, the "like in 85" modifier again has more than one interpretation)
Godde wrote:Tanks can drive through eachother in S44. In ZK they cannot. How do you make them bounce off eachother?
I already told you how.
Godde
Posts: 268
Joined: 29 Mar 2010, 17:54

Re: Feedback on QTPFPS pathing

Post by Godde »

Kloot wrote:
Godde wrote:Tanks can drive through eachother in S44. In ZK they cannot. How do you make them bounce off eachother?
I already told you how.
Kloot wrote:
How do you make the tanks drive through the other units? FPSing or is it possible to make units ignore pathing around other units?
It is just a function of relative mass (and speed and impact angle). So, give heavy tanks appropriately large mass-values in their UnitDefs compared to the light squishy peons.
Language fails me again.
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This is unwanted
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screen00036.png
Alot of units on the same place.
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Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Feedback on QTPFPS pathing

Post by Kloot »

That would be an example of what we in our Inner Circle call a "bug".
Godde
Posts: 268
Joined: 29 Mar 2010, 17:54

Re: Feedback on QTPFPS pathing

Post by Godde »

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Would it be possible that units would choose the shortest path in a situation like this?
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Some units choose a longer path
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Godde
Posts: 268
Joined: 29 Mar 2010, 17:54

Re: Feedback on QTPFPS pathing

Post by Godde »

About units being inside eachother. gerOpelblitz(truck), gerpuma(vehicle), kingtiger(tank) can all pass through eachother in S44. Infantry get pushed around by the vehicles though.
In ZeroK fleas push around Goliath.
Godde
Posts: 268
Joined: 29 Mar 2010, 17:54

Re: Feedback on QTPFPS pathing

Post by Godde »

Would it be expensive to check for unpassable terrain between the unit and where the next waypoint would be if the current was skipped?
If it wasn't so expensive or it would only be done when the unit is skipping waypoints "far away" it could improve the pathing as the unit would not skip waypoints to the other side of a obstacles for example. It would usually skip waypoints before on the right side of obstacles.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Feedback on QTPFPS pathing

Post by Kloot »

Godde wrote:Would it be possible that units would choose the shortest path in a situation like this?
Yes, but it makes most paths more angular.
Godde wrote:About units being inside eachother...
As I said, this was a bug (between mutually push-resistant units) and has been fixed.
Godde wrote:In ZeroK fleas push around Goliath.
Moving units always have right-of-way over non-moving units, no matter their mass.

If the Goliaths were also moving, ZK has not made them heavy enough relative to the fleas.
Godde wrote:Would it be expensive to check for unpassable terrain between the unit and where the next waypoint would be if the current was skipped?
yes
Google_Frog
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Joined: 12 Oct 2007, 09:24

Re: Feedback on QTPFPS pathing

Post by Google_Frog »

What does "heavy enough" mean. Is there some relation with the mass tag or some extra tag?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Feedback on QTPFPS pathing

Post by smoth »

probably the mass tag is my guess fwiw.
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