byterussian Posted October 25, 2018 Share Posted October 25, 2018 Oh, yeah, I imagined a square area calculated based on current location/destination to limit the pathfinding, if you don't find anything the area increase it until you find one, but yeah probably you can't be sure to find the fastest way to the destination with this solution. And what about calculating all from the beginning but don't take in account all the space tiles, take the solid title(regolith, steel) with highest y, add 2 to that number and limit the pathfinding to that. Take in account the whole space only if the destination is in the space. Link to comment https://forums.kleientertainment.com/forums/topic/97343-fps-drop-and-cpu-usage/page/2/#findComment-1103043 Share on other sites More sharing options...
Saturnus Posted October 25, 2018 Share Posted October 25, 2018 3 minutes ago, byterussian said: Oh, yeah, I imagined a square area calculated based on current location/destination to limit the pathfinding, if you don't find anything the area increase it until you find one, but yeah probably you can't be sure to find the fastest way to the destination with this solution. And what about calculating all from the beginning but don't take in account all the space tiles, take the solid title(regolith, steel) with highest y, add 2 to that number and limit the pathfinding to that. Take in account the whole space only if the destination is in the space. I'm sure they'll get around to optimizing pathing eventually. It's still in early access so I can live with it for now by using monopathing techniques. Shove Vole pathing however should be fixed asap, however. Link to comment https://forums.kleientertainment.com/forums/topic/97343-fps-drop-and-cpu-usage/page/2/#findComment-1103047 Share on other sites More sharing options...
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