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Re: [glob2-devel] Pathfinding when warriors are attacking


From: Bradley Arsenault
Subject: Re: [glob2-devel] Pathfinding when warriors are attacking
Date: Thu, 13 Mar 2008 13:48:06 -0400

On Thu, Mar 13, 2008 at 6:10 AM, Kai Antweiler <address@hidden> wrote:
> The resulting algorithm consumes very low CPU. Running a test save provided
> on the bug tracker by Leo where there are literally tons of units rushing to
> the enemy all at once, (so in theory this would be a bad-case scenario)

I belive worst case would be, when there are no targets. And that isn't
even that unrealistic. Have a look at this too.
If necessary for speed, check the "flag area" for targets before the
start of A*.
--
Kai Antweiler

This is whats done. There is a 17x17 square centered on a warrior representing what enemies it can see when in "hunt and kill" mode, and it examines that square and picks targets.

--
Extra cheese comes at a cost. Bradley Arsenault.
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