Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Connectivity map  (Read 2656 times)

Impaler[WrG]

  • Bay Watcher
  • Khazad Project Leader
    • View Profile
Re: Connectivity map
« Reply #15 on: May 27, 2009, 04:15:39 am »

High level connectivity maps get called on for every single pathing attempt so its almost always going to be more efficient to keep it up to date when the map is altered then to defer calculations to the pathing attempt.  Siquo's rapidly changing fluid situation is probably the only real issue as the solid things in the game change infrequently compared to fluids.  But we can't assume that the swim/nonswim distinction is the same for all swimmers, elves can probably walk through water 6 deep, so it might be necessary to make a movement class for each water level.  But this presents the possibility of exceedingly heavy connectivity updating so I'd propose that fluid be given a partial exemption.  Stagnant fluids get plugged into the connectivity map at their current depth, but once they begin to change depth they get a special tag that marks them as unpredictable for pathing.
Logged
Khazad the Isometric Fortress Engine
Extract forts from DF, load and save them to file and view them in full 3D

Khazad Home Thread
Khazad v0.0.5 Download
Pages: 1 [2]