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Re: Friday Facts #117 - Path Finder Optimisation I

Posted: Mon Dec 28, 2015 1:06 am
by SHiRKiT
What was the source of the mod portal you were talking about?

Re: Friday Facts #117 - Path Finder Optimisation I

Posted: Mon Dec 28, 2015 6:33 am
by Sarstan
You could always do the method that the X games ( X3: Terran Conflict, for instance) have done: if it's out of the sector, do a basic calculation of how each unit will fair against opposition and have the loser's health whittle away. Out of sector, in this case, being a set distance off screen. :D

I like the idea of a less direct method for the critters to come anyway. If they're coming from a long distance off, it's weird for them to make a beeline to a specific factory or building. Logically they'd come closer to the general area of the issue and then pick a target.
Speaking of picking a target, does each unit (critter) get its own pathfinder? Another way of lowering demand is for one unit to be the "leader" and it's the one that pathfinds and the rest follow it. They just get locked in a formation when they bunch up for their attack and break apart only when they have a target within range.

Re: Friday Facts #117 - Path Finder Optimisation I

Posted: Thu Dec 31, 2015 4:50 am
by bbgun06
What's with that weird spike in the graph between length 500-600?