ArunPrasath Posted January 21, 2019 Share Posted January 21, 2019 Hi Devs, http://aigamedev.com/open/review/near-optimal-hierarchical-pathfinding/ They are suggesting to use a stepwise pathfinding instead of A* or whatever other pathfinding model is used in ONI. Maybe you guys can have a look at it? Seems it improves pathfinding dramatically. This is sorely needed for those jet suits! Keep up the great work! Can't wait for Jan 31st!!! Link to comment https://forums.kleientertainment.com/forums/topic/102012-pathfinding-suggestion/ Share on other sites More sharing options...
LeftyRighty Posted January 21, 2019 Share Posted January 21, 2019 Except oni works off a task system, so it needs to evaluate all the possible locations a dupe can get to so it can determine all the jobs that are currently accessible by that dupe so it can then select one. Once the task is selected it's already got the navigation information to that task so there is no need to re-evaluate the path to the task location using such a suggested algorithm. Link to comment https://forums.kleientertainment.com/forums/topic/102012-pathfinding-suggestion/#findComment-1145343 Share on other sites More sharing options...
badgamer123 Posted January 21, 2019 Share Posted January 21, 2019 I think they could do it to critter,there really no reason allow critter full map pathing (I killed most of my open map puft and FPS really increased a bit) Link to comment https://forums.kleientertainment.com/forums/topic/102012-pathfinding-suggestion/#findComment-1145356 Share on other sites More sharing options...
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