Search found 1428 matches
- Thu Oct 24, 2019 4:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd][0.17.72] Pathfinder Crash (abstractNodeIt != search.abstractNodes.end() was not true)
- Replies: 3
- Views: 2636
Re: [Oxyd][0.17.72] Pathfinder Crash (abstractNodeIt != search.abstractNodes.end() was not true)
Thanks, should be fixed in 0.17.73. There will be no additional limit on path_resolution_modifier.
- Tue Oct 22, 2019 1:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.72] Crash in pathfinder: waitingClients.empty() was not true
- Replies: 7
- Views: 3444
Re: [0.17.72] Crash while sending a chat message
Could you post the save? This is related to biter pathfinding.
- Mon Oct 21, 2019 12:51 pm
- Forum: News
- Topic: Friday Facts #317 - New pathfinding algorithm
- Replies: 70
- Views: 35768
Re: Friday Facts #317 - New pathfinding algorithm
Going from red to green that is 3 chunks to green and one tile to the next chunk: H(red->green) = 3 * 32 + 1 = 49. But the shortest path is actually 7. Yes, that can indeed happen. We already use an inadmissible heuristic (because we use static weighting ), so it shouldn't be too much of a problem.
- Mon Oct 21, 2019 11:54 am
- Forum: News
- Topic: Friday Facts #317 - New pathfinding algorithm
- Replies: 70
- Views: 35768
Re: Friday Facts #317 - New pathfinding algorithm
You are show the pathfinding only from A to B, is two sided search not better? I can simultaneously search paths A to B abd B to A, just wait when they find the same point, connection point. It is two-sided (and has always been). I only showed the forward search in the FFF to simplify things a bit....
- Fri Oct 18, 2019 9:12 pm
- Forum: News
- Topic: Friday Facts #317 - New pathfinding algorithm
- Replies: 70
- Views: 35768
Re: Friday Facts #317 - New pathfinding algorithm
You are using the A* Algorithm for defining the final path. Why are you not using a Jump Point Search instead, which should be faster than the A*? JPS basically means you store fewer nodes in memory, at the cost of examining more, since you can examine a node potentially multiple times during a sea...
- Fri Oct 18, 2019 4:59 pm
- Forum: News
- Topic: Friday Facts #317 - New pathfinding algorithm
- Replies: 70
- Views: 35768
Re: Friday Facts #317 - New pathfinding algorithm
Hello. I'm a junior professor on informatics and during my phd I've worked with the parallelization of the A Star algorithm and I found this ff fascinating. I have a question: what's the data structure you're using for the OpenList and ClosedList? Usually the ClosedList is implemented using a hash ...
- Fri Oct 18, 2019 1:30 pm
- Forum: News
- Topic: Friday Facts #317 - New pathfinding algorithm
- Replies: 70
- Views: 35768
Re: Friday Facts #317 - New pathfinding algorithm
Thanks for the amazing post! I loved tech tidbits about the game, makes me really want to get into gamedev. I like the approach to optimise pathfinding, but it makes me wonder: is a traced path assigned to a group of biters who move together or individually, and does it get stored to be used again ...
- Fri Oct 18, 2019 12:04 pm
- Forum: News
- Topic: Friday Facts #317 - New pathfinding algorithm
- Replies: 70
- Views: 35768
Re: Friday Facts #317 - New pathfinding algorithm
Magnificent ! Although, I'm wondering if cliffs should not be taken into account by the "abstract pathfinder", It's not something you can remove early on and even when you can, most of it will remain intact (as you will probably only remove cliffs from inside your base). The only moment t...
- Fri Oct 18, 2019 10:42 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd][0.17.71] Crash without apparent reason (GotoBehavior::checkPathExecutionProgress)
- Replies: 4
- Views: 5816
Re: [Oxyd][0.17.71] Crash without apparent reason (GotoBehavior::checkPathExecutionProgress)
Thanks, fixed in 0.17.72.
- Thu Oct 17, 2019 4:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.71] Biters and Spitters not attacking after shot with artillery
- Replies: 20
- Views: 79113
- Thu Oct 17, 2019 4:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.71] Biters and Spitters not attacking after shot with artillery
- Replies: 20
- Views: 79113
Re: [Oxyd] [0.17.71] Biters and Spitters not attacking after shot with artillery
Well, from the screenshot you showed it looks like something is definitely wrong with your save – the biters aren't even trying to pathfind toward the artillery. A save would be very useful for us, but I understand that uploading a huge file might be difficult.
- Tue Oct 15, 2019 11:11 pm
- Forum: Duplicates
- Topic: [0.17.70] Crash to desktop on save load
- Replies: 1
- Views: 751
- Tue Oct 15, 2019 11:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.70] Crash loading save (PathFindAlgorithm::baseDistanceHeuristic)
- Replies: 7
- Views: 4705
Re: [0.17.70] Crash loading save (PathFindAlgorithm::baseDistanceHeuristic)
Looks like I messed up the migration code for loading old saves. Sorry about that.
Fixed in 0.17.71.
Fixed in 0.17.71.
- Tue Oct 15, 2019 9:50 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.16.51] Frozen Biters
- Replies: 10
- Views: 8193
Re: [Oxyd] [0.16.51] Frozen Biters
Thanks, should be fixed in 0.17.70.
- Tue Oct 15, 2019 9:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.59] insane large save file (>500MB) part 2
- Replies: 7
- Views: 5430
Re: [Oxyd] [0.17.59] insane large save file (>500MB) part 2
Thanks, should be fixed in 0.17.70.
- Tue Oct 15, 2019 9:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.66] Biters Standing Around, Not Attacking (generally after being artilleried)
- Replies: 8
- Views: 5011
Re: [Oxyd] [0.17.66] Biters Standing Around, Not Attacking (generally after being artilleried)
Thanks, should be fixed in 0.17.70.
- Tue Oct 15, 2019 9:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.7] Biters behaving badly?
- Replies: 1
- Views: 2760
Re: [Oxyd] [0.17.7] Biters behaving badly?
Thanks, should be fixed in 0.17.70.
- Mon Oct 14, 2019 12:25 pm
- Forum: Ideas and Suggestions
- Topic: Desync resolver: reverse parallel execution
- Replies: 6
- Views: 1618
Re: Desync resolver: reverse parallel execution
What do you mean by “lockstep processor emulation”?
- Fri Oct 04, 2019 1:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.69] Invalid GUI draw order after loading a save
- Replies: 1
- Views: 2286
Re: [Oxyd] [0.17.69] Invalid GUI draw order after loading a save
Thanks, fixed in 0.17.70.
- Wed Oct 02, 2019 2:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.69] Research topic described as available when queued
- Replies: 1
- Views: 2227
Re: [Oxyd] [0.17.69] Research topic described as available when queued
Thanks, fixed in 0.17.70.