Some questions about pathing in latest develop - 148

Some questions about pathing in latest develop - 148

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Godde
Posts: 268
Joined: 29 Mar 2010, 17:54

Some questions about pathing in latest develop - 148

Post by Godde »

Spring 85.0.1-148-g69df6ab develop
Most testing done in Spring1944.

Narrow paths are still hard to find for the pathfinder when pathing at long distances. I tried this on TheRockFinal near the middle south hill that got a long curved narrow path up on the hill.Image
Is there are a way to increase the resolution of the pathfinder? If so, can it be game specific and maybe even map specific? Would it be possible to write a script so that depending on map pathing costs a certain resolution is used?

Friendly and enemy units can still get stuck in eachother. What appropriate ways are there to avoid this? I've heard its possible to make friendly and enemy units push each other. How do you do that?

It seems that all landunits slow down when they turn unless they have turnInPlace=0;
Based on my testing I'd say that when the unit has turnInPlace=0 it will still slow down to the turnInPlaceSpeedLimit or the default calculated value.
You can also adjust the rate at which they slow down with brakeRate.
What other ways do you have to control their speed when turning?
It seems abit silly to me that infantry in S44 should have turnInPlace=0 in order to not slow down when changing direction and low brakeRate doesn't feel right. With what other ways can their speed be keept higher?
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Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Some questions about pathing in latest develop - 148

Post by Kloot »

Narrow paths are still hard to find for the pathfinder when pathing at long distance
Of course, the code wasn't changed and ancient design flaws don't magically go away by themselves (see also).

If it tells you anything, QTPFS owes its existence to (and solves) this problem.
Is there are a way to increase the resolution of the pathfinder? If so, can it be game specific and maybe even map specific? Would it be possible to write a script so that depending on map pathing costs a certain resolution is used?
1) no (if you don't count giving intermediate move orders)
2) many maps have at least one region in which a theoretical shortest path crossing it cannot be found unless the resolution is maximal, and pathfinding at maximum resolution over large distances is slow, so this would trade one flaw for another

I've heard its possible to make friendly and enemy units push each other
Don't trust your ears, your eyes are better because they can read the changelog:

Code: Select all

make pushing of enemy units during collisions a ModInfo option ("allowPushingEnemyUnits")
What other ways do you have to control their speed when turning?
None that are reliable.
It seems abit silly to me that infantry in S44 should have turnInPlace=0 in order to not slow down when changing direction
And what would a good alternative that simultaneously preserves normal turnInPlace=1 behavior be?
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Some questions about pathing in latest develop - 148

Post by Forboding Angel »

How do you turn on QTPFS? I don't think I was ever told (It should state how to in the changelog really).
Godde
Posts: 268
Joined: 29 Mar 2010, 17:54

Re: Some questions about pathing in latest develop - 148

Post by Godde »

http://springrts.com/wiki/Modrules.lua

system = {
pathFinderSystem = 1;
},

QTPFPS
http://springrts.com/phpbb/viewtopic.php?t=27351
Old news apperently. I'm trying it out with Spring 1944.
Godde
Posts: 268
Joined: 29 Mar 2010, 17:54

Re: Some questions about pathing in latest develop - 148

Post by Godde »

Kloot wrote:
It seems abit silly to me that infantry in S44 should have turnInPlace=0 in order to not slow down when changing direction
And what would a good alternative that simultaneously preserves normal turnInPlace=1 behavior be?
I tested Spring 82.7 again and infantry doesn't slow down so much there. They only seem to slow down alot when they turn above 90 degrees. So that would be the preferable behavior in my opinion. That units with turnInPlace = 1 slow down alot when they are making a turn higher than 90 degrees.
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