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Posted 01 July 2012 - 11:43 PM
Posted 02 July 2012 - 12:35 AM
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Posted 02 July 2012 - 12:46 AM
What are your requirements?
In many situations you should need neither for the following reasons :-)
Keep in mind that either of these choices can result in your AI being much less deterministic if you're not very careful!
- Time-slicing implies your pathfinding requests take longer than a frame. Best optimize them or use an algorithm that fits comfortably within a frame. Then do an integer number of them each frame.
- Multi-threaded pathfinding is used on PS3, but often on XBox360 or PC there's a separate (single) thread for pathfinding.
Posted 02 July 2012 - 01:08 AM
Posted 02 July 2012 - 03:32 AM
I want to test multithreaded path finding for large units.
If you have to service large volumes of path requests, just do them in batches - 20 in one frame, 20 in the next frame, and so on. (20 is just a made-up number, of course.)
You shouldn't really ever run into a situation where you absolutely have to have hundreds of path results in the same frame.
Posted 02 July 2012 - 07:56 PM
What do you mean by "multithreaded pathfinding" though? Running multiple path queries on separate threads concurrently, or using multiple threads for a single query?
Posted 02 July 2012 - 08:40 PM
Posted 03 July 2012 - 11:21 PM
Posted 04 July 2012 - 06:55 PM