Faster force movement: moving stationary units off the way

Faster force movement: moving stationary units off the way

Requests for features in the spring code.

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gadnio
Posts: 1
Joined: 10 Jan 2009, 08:37

Faster force movement: moving stationary units off the way

Post by gadnio »

Hello,
Since I am not a game developer and I have not gone any special courses on path finding in games, I'd like to know the following:

Is there any chance (based on added cost to the routines, time to develop, etc.) in addition of some sort of 'helper AI' to maximize unit throughput, especially in blocked areas, to some extent?

For example:

Code: Select all

========================
------------------BB----
--A---------------B-----
========================
A is the unit we are moving, it procedes from the left side to the right, B are stopped units, or units in patrol, or whatever movable units there are (controlled by the player). The "=" signs represent impassable area, while the dashes present passable area. The idea is, when A advances forward, the second B to move left, up just before A passes and then to return to its initial position, instead of being pushed little-by-little from A until there is enough space for it. That is, B initiates movement before A's approach to it (but not too soon, so no space for foes is opened) and return back just when A passes through. This should be extremely useful when having a large horde of units that want to pass through a small space, partly "invaded" by your own units. The sitting units move from their placement just enough so the 'crowd' of other units passes by and then return back to their initial position.

Pluses: Avoid trivial micromanagement. Allow faster response to attacks, faster attacking also. Allow minimization of the efforts needed to break and then restore formation when passing (around) the stationary units.

Some additions: The goal should be 'maximize open space so the big force passes'. Distinct units should begin their displacement based on their speed, so the big force does not wait for them to move along. It could be especially beneficial if special care is taken of the improvement of the temporary position position when the moving force is made from vehicles (which turn slower and need more straight lines for faster movement).

I don't know whether some portion of this idea has been discussed, I got more hits for 'pathfinder' than I could possibly read in a timely fashion here, so I'd like to excuse myself if I'm duplicating something.

I'd like to help in this, even in the lack of time and specified knowledge that I fight with currently.
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SpliFF
Posts: 1224
Joined: 28 Jul 2008, 06:51

Re: Faster force movement: moving stationary units off the way

Post by SpliFF »

just wanted to add my support to this goal. obviously pathfinding is non-trivial but i'd like to see the path navigation plan ahead a bit more and move maneuverable units out of the way of large ones about (in virtual space) 20 meters before they actually touch.

One technique might be the concept of path reservation. When you give a move order to a selection the navigator calculates roughly the "weight" of the moving force and gives it priority over "lighter" forces occupying (or likely to occupy) the same path squares. It then forces the lighter force to treat those squares as blocked for a short time while the larger force moves through.
SteelSide
Posts: 9
Joined: 04 Oct 2008, 13:51

Re: Faster force movement: moving stationary units off the way

Post by SteelSide »

Sounds like a real sweet idea, even thou i got no idea of implementation troubles.
Would really make for smarter units, cause it is always irritating to see them move just when a collision has already occurred.
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