Tricks with pathfinding - Page 4
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lolsixtynine
United States600 Posts
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fiskrens
Sweden196 Posts
On May 02 2011 23:39 Zocat wrote: Pathfinding is very expensive to compute. If you would go via vision (unit vision or overall vision btw?) you would need to constantly check (whenever vision has changed) if there is a better path available. For every unit moving on the field. I currently dont know if it updates at all (i.e. when a supply depot is lowered / raised) or if unit just computes the path once. You go after what's known at the time you issue the move command. It would work just like it's working right now, except that you need an array for each player which would take up more memory. For example, if someone builds a supply depot out of your vision, your array which contains information about the map would remain unchanged and assume that it is still empty/walkable areas. | ||
Baby_Seal
United States360 Posts
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Khanz
France214 Posts
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adius
United States249 Posts
On May 03 2011 00:30 bgx wrote: Too bad the only things we discover are mostly non-intended (read they are mistakes). I would be much more happy if someone would discover how to micro zerg units. Muta stacking and moving shot were not intended in Brood War, the difference is that in this game all bugs are patched pretty quickly once they're found, regardless of how they affect the game. | ||
drjoe
United States66 Posts
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ZeromuS
Canada13379 Posts
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Maliris
Northern Ireland2557 Posts
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Arcanne
United States1519 Posts
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zewk
Sweden35 Posts
I like the video, very educational. I do not agree with the people that are asking for a more entertaining video as the purpose clearly was to educate and not entertain. | ||
dranko
Sweden378 Posts
On May 02 2011 23:18 Talho wrote: Program wise this might be very hard to fix without bugging other pathfinding stuff :/ They actually fixed this in Heroes Of Newearth, so I doubt it. | ||
nVusZah
United States64 Posts
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Semtext
Germany287 Posts
On May 02 2011 23:16 ru.meta wrote: Definitely. Any ramp on path nullifies the difference in patches "with" and "without" Nexus. you're both right, but then again with setting waypoints with shit is is as easy as hell to get those straight lines you need. just dont go there clicking at the minerals from your home base, but do it like in the video with adjustment regarding the terrain and voila: it is no problem at all. | ||
Altar
United States577 Posts
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kzn
United States1218 Posts
On May 03 2011 01:09 dranko wrote: They actually fixed this in Heroes Of Newearth, so I doubt it. HON has nowhere near the number of pathfinding calls that SC2 does, and pathfinding failures are more noticeable in SC2 because players cannot devote their time to precisely controlling a single unit for the whole game. | ||
Mobius_1
United Kingdom2763 Posts
Oh, too late... | ||
Lotar
132 Posts
I'm surprised it hasn't been fixed since, though. It might become very relevant with the upcoming Gateway buff :\ | ||
Seldon
90 Posts
On May 03 2011 01:09 dranko wrote: They actually fixed this in Heroes Of Newearth, so I doubt it. HoN is not an input synchronous game as far as I know, this means they don't have this particular problem and if they did it was easy to avoid. Blizzard could hide subsequent path ways but the bug would still be exploitable, just learn where to click and pay attention to a texture detail on the map for reference, if the harvester deviates, there's an obstacle. Fixing it properly wouldn't bug the pathfinding, you just need to keep a view of the AI information for every team in the game. However this means that the CPU cycles used for pathfinding and the RAM used for holding the pathing nodes are potentially multiplied by the number of teams in the game (though they could share some of the memory by having "transient" nodes, but nvm that). This could push the hardware requirements of a FFA too far, but that's about it. | ||
artanis2
United States732 Posts
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Ponyo
United States1231 Posts
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