My post got whipped
and I'm on a whiny and complainy mood . So I'll outline the important stuff.
- If you overclock your CPU X% you will gain about % fps.
Short guide to path finding A* (traffic designations 101) is a guided search which assumes : "the neighbor closest to the destination has a path to the destination" this is also its downfall. The worst case happen when the destination isn't accessible . There is another worst case which I call a "double comb":
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#S+++++#D++++#
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This nasty little scenario I painted with my program(web page with js) is a case where A* is fooled to go through all the dead ends. My A* search yielded 74 node visits while a blocked destination yields 75. with the comb teeth blocked off it takes 33 node visits. If you got those types of rooms make sure they got restricted designation because A* will get fooled. Another thing you should be careful from fliers. with a worst case of k^n caped by the number of accessible nodes flying creatures stuck in a big area can have a catastrophic effect on FPS . They got a big k and a big n (this also eats memory) . They will generally go through each and every single nodes they can access before they decide there is no path.
I was generally complaining about being abandoned in the pathfinding thread after making a lot of progress on my program (in the last two days). Here is a
link to the maze above but since I don't save destination you'll have to move it yourself before playing with the path finding features. I got user assisted path caching done it's not perfect but it saves a ton of "node visits"(but has many disadvantages). I'll appreciate any feedback on the
pathfinding thread .
If you got any experience in computer science, discrete mathematics,AI, algorithms , or anything remotely close to it we'll appreciate the feedback or ideas. My opinion is that if we don't come up with a working system Nothing productive would come of this thread. My other pathfinding optimization approach is better in ways that you can practically run a 10X10 embark while pathing would have little effect on FPS.
. It involves dividing the map into regions. I already know how to do it so I'll have a demo for that too soon(talking weeks-month depend on my free time and progress).
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