[0.14.5] [Oxyd] Pathfinder performance during n to n engagements

Bugs that are actually features.
b38917ce-3ad3-4fae-b
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[0.14.5] [Oxyd] Pathfinder performance during n to n engagements

Post by b38917ce-3ad3-4fae-b »

While playing around with Robot Army I noticed that the pathfinder would occasionally jump to use 2ms/frame.
This save(mods included) shows ~50 robots engaging two medium-sized biter nests. On my machine, the pathfinder time used increases from 0.5ms when the save is loaded to 1.5ms as the second nest is engaged.

I'm aware you might not consider this a bug, but I thought it would still be useful to report in case any further work is done on pathfinding/combat.
While this may not be how the base game is indented to be used, this problem coupled with agressive despawning of units make any such approach to combat impractical.

Oxyd
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Re: [0.14.5] [Oxyd] Pathfinder performance during n to n engagements

Post by Oxyd »

b38917ce-3ad3-4fae-b wrote:While this may not be how the base game is indented to be used, this problem coupled with agressive despawning of units make any such approach to combat impractical.
Well, it wasn't designed to support such approach to combat, so impracticality isn't really a surprise.

This is a possible area for future optimisation, but not really a bug.

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