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Post by wascalwywabbit on Nov 9, 2015 2:54:09 GMT -5
Either broadened path search range or prefigured path lines/grids to be followed at least for entrance/exit points per map would do the trick.
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Post by anrdaemon on Nov 9, 2015 4:13:48 GMT -5
Longer pathfinding routines would produce higher CPU load and consequently starve battery faster (pathfinding is often the most expensive part of any game engine). However, precalculated paths may help in some cases. And you're not the first to suggest them. The problem is that full pathing data (from each point to each point) may take huge amount of disk space.
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Post by wascalwywabbit on Nov 9, 2015 5:27:21 GMT -5
Longer pathfinding routines would produce higher CPU load and consequently starve battery faster (pathfinding is often the most expensive part of any game engine). However, precalculated paths may help in some cases. And you're not the first to suggest them. The problem is that full pathing data (from each point to each point) may take huge amount of disk space. Yeah, that why one suggestion for it being the entry/exits points of each map (not of each tile or path junction) so there's only one to a few path lines per map. Besides, if the path can be found on one try, that can reduce the screen drain by reducing the steps the player takes to move between areas, so -maybe- less total battery life by a percent or two, but just as good of -actual play- time or better, since you're not having to click more than once to cross a map. Also the storage of map paths is not -that- huge even if every junction is connect-mapped, it's more than possible to vectorize with limited storage needs, its the time to build by hand mapping or build the code generation algorithms that are the real problems. This stuff has been done for a long time, it's the brothers time, not cpu time that's my only hesitation, but is still a big QoL thing, hence my reiterating a priorly partially filled request to be one more step fulfilled cause time does not stand still. The path finding could be limited to max 50ms or something, so faster stuff could handle longer/complete paths, and ancient devices could still have limited paths. This is stuff they will want themselves at some point I imagine, but it may wait til next project (or 3), and I'm ok with that too. Wants, expectations and demands are all three different from each other, this like all my wish lists, is merely a want which I often think differently about later anyway, with no expectations short term, and no demands of such kind ever.
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Post by Cory Trese on Nov 9, 2015 11:00:22 GMT -5
Thanks for the feedback!
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Post by wascalwywabbit on Nov 9, 2015 14:14:27 GMT -5
Auto translated in my head chip to "I don't wanna deal with this right now." :-p
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Post by fallen on Nov 9, 2015 18:52:19 GMT -5
Auto translated in my head chip to "I don't wanna deal with this right now." :-p LOL. We're always working on improving.
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Post by wascalwywabbit on Nov 9, 2015 19:49:25 GMT -5
Auto translated in my head chip to "I don't wanna deal with this right now." :-p LOL. We're always working on improving. I know and I try not to give you guys too much grief with my somewhat naive requests. A little knowledge is a dangerous thing - true in my case as much as anyone.
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