A more costly better-performing pathfinding
Moderator: ickputzdirwech
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Re: A more costly better-performing pathfinding
In this case, the movement of the vehicle is run by the mod, so there isn't really an actionable idea here
Re: A more costly better-performing pathfinding
If the entity doesn't even attempt to pathfind then it cannot be pathfinding-related.Modernkennnern wrote: Wed Dec 18, 2019 6:17 pmthey often just try to move from A to B in a direct line without even attempting pathfinding (Not sure if that's pathfinding related, or AAI-related, although I have a feeling the latter is at fault, but I don't know).
The game already uses multiple pathfinding priorities to choose which path requests to take on first, and this is accessible from the API by passing the low_priority flag to LuaSurface::request_path to give the request a low priority – or by not passing that flag, which gives the request a high priority.Modernkennnern wrote: Wed Dec 18, 2019 6:17 pmA secondary pathfinding option for more critical tasks.
Re: A more costly better-performing pathfinding
Looks like this is already implemented, and moved to Implemented.
Cool suggestion: Eatable MOUSE-pointers.
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