Configuration variables for the various path optimizations - Page 2

Configuration variables for the various path optimizations

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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tzaeru
Posts: 283
Joined: 28 Oct 2007, 02:23

Re: Configuration variables for the various path optimizations

Post by tzaeru »

Yea, really needs fixing, a lot of small game tactics just are borderline unusable. Boils down to unit spam rather than effective use of special units like Janus, since you can't keep them alive when you can't click and have them move in a straight line.. It's very frustrating. :/ Kiting's also super-hard, because you can't really be sure that your units hurry to your bidding instead of turning into a different direction than you meant to.

How big are the issues of QTPFS and could it be the means to solve some of these issues? I could really spend a few days with the code of it, if I can have some general description of how it works and so.

There also ought to be a (small) associated cost for turning in the A* heuristic, that is configurable per moveDef. BA could possibly split moveDefs to fast kbot/slow kbot, fast vehicle/slow vehicle, which would probably not be a caching nightmare since majority of units are cheap units and majority of fast units are cheap. Additionally, caching behaviour could perhaps be less prevalent on mod/moveDef-configurable distances. Short distances take anyway much shorter time to find, so the performance hit doesn't have to be big. The effect of slopes should be configurable, too; Tiny bit of heightmap roughness shouldn't affect paths, really. It shouldn't matter if it takes 20 or 22 seconds to reach the center of the map, but it should matter that unit turns *exactly* where you clicked on seemingly smooth terrain on short distances.
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