Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!


1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


#ActualAltarofScience

Posted 29 April 2013 - 11:47 PM

I really want to get to work on improving the AI, and the pathfinding/performance of the AI. One thing I was wondering was about pre-processing various aspect of the map.

 

One thing I was really wondering about was whether I should mark the openings of convex map features as closed. Say I have a large area that only opens on one side. When moving from squares on the open side to places on the other sides it would save a lot of work to not have to search that area. I think. I don't really know because its not my area of expertise.

 

Do these sorts of things ever help? Is there some pitfall I'm missing? Maybe it would take too long to load the map if you had to check all these things?

 

If these things do help, are there any I haven't thought of that would be good?

 

Alternatively could I populate a of blocked squares list for each map and then just load that? I.e. I add blocked square list to the map class and then the map save populates it before saving so I can just reload it every time instead of having to process the map during the actual game.


#1AltarofScience

Posted 29 April 2013 - 11:43 PM

I really want to get to work on improving the AI, and the pathfinding/performance of the AI. One thing I was wondering was about pre-processing various aspect of the map.

 

One thing I was really wondering about was whether I should mark the openings of convex map features as closed. Say I have a large area that only opens on one side. When moving from squares on the open side to places on the other sides it would save a lot of work to not have to search that area. I think. I don't really know because its not my area of expertise.

 

Do these sorts of things ever help? Is there some pitfall I'm missing? Maybe it would take too long to load the map if you had to check all these things?

 

If these things do help, are there any I haven't thought of that would be good?

 

Alternatively could I populate the closed list for each map and then just load that? I.e. I add closed list to the map class and then the map save populates it before saving so I can just reload it every time instead of having to process the map during the actual game.


PARTNERS