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Path finding

Posted: 26 Mar 2015, 21:42
by ismo
Don't take this too seriously, but well done video:
https://www.youtube.com/watch?v=2Mg_zDdrHqY

Re: Path finding

Posted: 26 Mar 2015, 22:15
by smoth
The pathfinder used to get stuck in trees frequently, unit getting pushed inside of features and getting stuck in factories sometimes as well...

just saying.

Re: Path finding

Posted: 26 Mar 2015, 22:42
by gajop
On a more serious note, besides the recent mishap with a certain commit, I thought the pathfinder is much better now, or at least people stopped complaining.

Re: Path finding

Posted: 26 Mar 2015, 23:07
by Kloot
Obviously the lack of complaints is due to there being no players left because, as we all know, Spring is dying.

Re: Path finding

Posted: 26 Mar 2015, 23:09
by smoth
I thought it died years ago? :wink:

Re: Path finding

Posted: 26 Mar 2015, 23:41
by Silentwings
We could hold a yearly memorial service.

Re: Path finding

Posted: 27 Mar 2015, 00:00
by smoth
I thought that was the "spring is dying thread" is? Our yearly remembrance for when spring died 5 years ago and players stopped coming

Re: Path finding

Posted: 27 Mar 2015, 00:18
by Jools
gajop wrote:On a more serious note, besides the recent mishap with a certain commit, I thought the pathfinder is much better now, or at least people stopped complaining..[citation needed]

Re: Path finding

Posted: 27 Mar 2015, 00:36
by Google_Frog
Can I cite that? I think it has improved, I don't know what engine XTA is using but ZK is using latest. I think pathfollowing is even better since units slide off impassible terrain but I do get some complaints about it looking silly.

Re: Path finding

Posted: 27 Mar 2015, 00:54
by smoth
they do that when they get stuck? can we get this for when they get stuck in features by pushing?

Re: Path finding

Posted: 27 Mar 2015, 01:31
by zoggop
i remember when i was writing a config for shard, i wrote a periodic check if the unit had indeed left the factory. if not, i had it try another move order in another direction. much what players do, except they swear more.

Re: Path finding

Posted: 27 Mar 2015, 02:20
by Jools
I think units getting stuck in factories may be fixed in the latest development build of engine, but I can't say, we haven't tested it enough with real games . In 98.0 it happens frequently, once per game per player I would say.

The most common complaint isn't that pathfinding is stupid, it does its task quite well. But on some maps units are instructed to go into "red" terrain and get stuck.

it has certainly improved if you compare with engine 94 or 95. I tested it on the map Epic with giving constructors complex orders, and after 96.0 it works better. But it's still not as good as it was in say engine 0.78 or so. Maybe that had other problems or maybe we only remember the good stuff. Ultimately my memory is subjective.

I tried to grep this year's demos for the string _98 in the name and for "pathfinding" in content. 16 hits out of 905 demos. Not so many complaints. It's nice that zk uses the latest engine, but how many real games does zk have with the engines 94, 95, 96 and 98? I only ask that so I can know how much data there is to back up that hypothesis.

Re: Path finding

Posted: 27 Mar 2015, 07:10
by raaar
I don't think pathfinding is that bad.

There's the annoying fact that units ordered to move nearby won't do so in a straight line, which can make a difference sometimes, and looks weird.

They don't get stuck often imo.

Re: Path finding

Posted: 27 Mar 2015, 13:57
by 8611
Image
Techa ecoing up

Re: Path finding

Posted: 27 Mar 2015, 14:15
by Jools
raaar wrote:I don't think pathfinding is that bad.

They don't get stuck often imo.
It depends on map. Obviously, as the video says, we can always play on flat maps :)

Re: Path finding

Posted: 27 Mar 2015, 16:57
by raaar
They do seem to get stuck in S44, and it's using spring 98.

Infantry often gets stuck on trees.

Re: Path finding

Posted: 27 Mar 2015, 17:17
by dansan
raaar wrote:Infantry often gets stuck on trees.
Sentence inviting, to be taken out of context :D

Re: Path finding

Posted: 27 Mar 2015, 17:30
by Jools
Robert Frost wrote:TWO roads diverged in a yellow wood,
And sorry I could not travel both
And be one traveler, long I stood
And looked down one as far as I could
To where it bent in the undergrowth;

Then took the other, as just as fair,
And having perhaps the better claim,
Because it was grassy and wanted wear;
Though as for that the passing there
Had worn them really about the same,

And both that morning equally lay
In leaves no step had trodden black.
Oh, I kept the first for another day!
Yet knowing how way leads on to way,
I doubted if I should ever come back.

I shall be telling this with a sigh
Somewhere ages and ages hence:
Two roads diverged in a wood, and I—
I took the one less traveled by,
And that has made all the difference.

Re: Path finding

Posted: 27 Mar 2015, 20:25
by smoth
<3 robert frost

Re: Path finding

Posted: 27 Mar 2015, 21:54
by Forboding Angel
Why don't you simply fix unit movement? That would be much more simple. Your unit movement is so cruddy, it's no wonder that the pathfinder struggles with it.