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DF General Discussion / Re: Anouncing The PathFinder Project
« on: November 29, 2009, 01:22:31 am »I could think of one or two but they are fringe cases that are closer to a game mechanic than pathfinding.And yet...when it's doing that, it won't be looking for paths, so I think it can safely be ignored for groundlings?
EDIT: Here is a hint.
I do wonder if there is any way for a [FLIER] to recover from projectile status more than others. but tht's off-topic.
In response to your question, it is likely that Toady would handle all potential situations such as that(or something like a bird losing its wings while flying and fighting) with the physics engine. That is why I said it was closer to a game mechanic than relevant to pathfinding but could give cause for a pathable subject to attempt to path from a position which it should not be able occupy(due to a bug, basically).
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My mind keep wandering back to how pathfinding through a hierarchy of zones would work and the most economical and useful methods for forming the hierarchy. Toward that end, I do have a question for shadow_slicer.
1. Is it a necessity or a convenience there for the divisions in the example some pages back to be base 2 or a divisible of 2?
2. How are zones ensured to be useful without potential misdirection?
Spoiler (click to show/hide)
I have tried to follow the whole thread but I think some of it went over my head due to jargon and I haven't looked into the specific code. So, I am wondering how the more inconvenient cases are handled.
