3 ms·
Really nice docu. Regarding A* sorry, but QTFPS is superior. https://github.com/spring/spring/tree/9bec15418279f1ecd87a5586d5f4ae44f8fee0ad/rts/Sim/Path/QTPFS
by lunchTime42 11y ago
Really nice docu. Regarding A* sorry, but QTFPS is superior.
https://github.com/spring/spring/tree/9bec15418279f1ecd87a5586d5f4ae44f8fee0ad/rts/Sim/Path/QTPFS https://github.com/spring/spring/tree/9bec15418279f1ecd87a55...
Always fascinating is the actual Edge-Case Handling (UnitsStuck). Setting Collission off and sending Units back shortest path can yield unexpected results there.
- evolve2k 11y agoFor those of us who know little about all of this can you explain in simple terms the different approaches and why you think one might be better.
- lunchTime42 11y agoWell you use a Quadtree for path-finding. That gives you some advantages- regarding a) Resolution, (Long stretches of open terrain can be handled in one entry) b) Memory needed (Quadtrees are always just resolved as deep as needed and can be placed cache friendly in mem) c) Ask kloot. https://www.youtube.com/user/Kleaut https://www.youtube.com/user/Kleaut Regards