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Pathfinding: What are the chances...
Posted: 21 Mar 2010, 05:23
by Forboding Angel
Of spring ever getting a system like this?
http://www.youtube.com/watch?v=jA2epda-RkM
Re: Pathfinding: What are the chances...
Posted: 21 Mar 2010, 05:27
by bobthedinosaur
You son of a...
Re: Pathfinding: What are the chances...
Posted: 21 Mar 2010, 05:59
by Das Bruce
Low to none.
Re: Pathfinding: What are the chances...
Posted: 21 Mar 2010, 09:03
by imbaczek
it wouldn't be that hard to do, but it needs a dedicated developer, probably with some knowhow.
Re: Pathfinding: What are the chances...
Posted: 21 Mar 2010, 09:07
by Gota
It looks cool.
I haven't played supcom enough to know how good it is,but It might have all sorts of restrictions..
Re: Pathfinding: What are the chances...
Posted: 21 Mar 2010, 09:49
by hoijui
the thing is, they are using fixed distance between units formations.
we do not have that in spring, and that allows for more variety (eg, it is not purely a bad thing). if you leave some space between units in formations, it is of course much easier to move two formations through each other, or move them through narrow passes (and it looking nice). it also requires units/models to be generally smaller though, compared to the map, to get the same gameplay.
is this right?
Re: Pathfinding: What are the chances...
Posted: 21 Mar 2010, 10:03
by Gota
we dont need flow crap or whatever it is...
We just need to sort what we have a bit..
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
a form right will go to c from left and c from right will go to a from left...I mean WTF...
Re: Pathfinding: What are the chances...
Posted: 21 Mar 2010, 10:15
by Jazcash
Gota wrote:we dont need flow crap or whatever it is...
We just need to sort what we have a bit..
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
a form right will go to c from left and c from right will go to a from left...I mean WTF...
This happens randomly. Also, I would imagine this is a problem with Custom Formations rather than with general pathfinding. I've expressed this before in the form of pretty diagrams but nothing got done about it.
Re: Pathfinding: What are the chances...
Posted: 21 Mar 2010, 10:18
by Gota
It's the same If you remove custom formations.
Re: Pathfinding: What are the chances...
Posted: 21 Mar 2010, 10:20
by hoijui
i remember loosely that the problem was the sorting algorithm taking too much CPU time if you have a lot of units in the formation, therefore, an upper limit for the perfect sorting/arrangement of units is used. maybe you should also remember the why sometimes, when nothing is done about your requests.
Re: Pathfinding: What are the chances...
Posted: 21 Mar 2010, 10:40
by JohannesH
hoijui wrote:i remember loosely that the problem was the sorting algorithm taking too much CPU time if you have a lot of units in the formation, therefore, an upper limit for the perfect sorting/arrangement of units is used. maybe you should also remember the why sometimes, when nothing is done about your requests.
2 units isnt a lot imo.
Re: Pathfinding: What are the chances...
Posted: 21 Mar 2010, 10:49
by Das Bruce
Spring pathing is borderline broken.
Can I set the weight the pathfinder gives to blocking units yet?
Re: Pathfinding: What are the chances...
Posted: 21 Mar 2010, 11:03
by Jazcash
Gota wrote:It's the same If you remove custom formations.
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.
Re: Pathfinding: What are the chances...
Posted: 21 Mar 2010, 11:09
by PicassoCT
Why not just make a lot of dust and cheat on collission detection, while to friendly formations cross each other?
Re: Pathfinding: What are the chances...
Posted: 21 Mar 2010, 12:23
by manolo_
include this as a add. function for the MT-spring exe?
Re: Pathfinding: What are the chances...
Posted: 21 Mar 2010, 16:19
by Gota
hoijui wrote:i remember loosely that the problem was the sorting algorithm taking too much CPU time if you have a lot of units in the formation, therefore, an upper limit for the perfect sorting/arrangement of units is used. maybe you should also remember the why sometimes, when nothing is done about your requests.
You dont need many units to get this result...
just a few..they will criss cross and cross each other's paths for no apparent reason,when they could just walk straight.
Take 5 units and test...
If 5 units are too much already than we definitely need some new system.
Re: Pathfinding: What are the chances...
Posted: 21 Mar 2010, 17:27
by zerver
manolo_ wrote:include this as a add. function for the MT-spring exe?
This is a synced game. MT cannot work differently than ST.
I agree the pathfinder has some issues. We need a flow field expert :)
Re: Pathfinding: What are the chances...
Posted: 21 Mar 2010, 17:29
by Forboding Angel
Also, watch the damn video if you haven't, BEFORE replying here. A few people didn't and it shows and is royally irritating.
Re: Pathfinding: What are the chances...
Posted: 21 Mar 2010, 17:35
by PicassoCT
what if you break a formation down into lines- like ants stupidly following the headleader- and if the headleader changes direction because of obstacles, all the tool has to calculate is that no leaders path crosses each other - would look mighty intelligent, and minimize calculation for every single unit.. - sort of snakes passing by each other..
also royally annoying forb were:
********
******
*********
********* ********
If your name is not on the list, consider yourself awarded.
PS: I also heard that SoupCom has >>ProblemsofItsOwn-thatarewaymoarImportanttosolve<<- can spring have >>ProblemsofItsOwn-thatarewaymoarImportanttosolve<< too?
Re: Pathfinding: What are the chances...
Posted: 21 Mar 2010, 17:40
by zerver
We need to show Chris that Spring pwns supcom so we need to employ ├╝ber algorithms. Maybe hueg neural network. A pathfinding that sucks at first, but eventually outperforms the flowfield
