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DF Suggestions / Ideas for improving pathfinding performance (Rewritten)
« by eurydike on April 07, 2020, 03:01:14 pm »...... discussed here might be useful in improving the pathfinding system. I heard that Dwarf Fortress is using a ............ be able to sense that they could be relevant to pathfinding. Vagueness of the post I'd like to emphasize ............ persistent environment with a massive amount of pathfinding queries, but is instead geared towards low amount ............ be possible to increase the performance of the pathfinding system by increasing the fixed costs as a ............ and abstraction of the environment in which the pathfinding queries take place, expecting a lower calculation ............ theory, brief introduction Graph theory is about pathfinding. There are three elements that graph theory works ............ , by selecting all true values. Paths can also be directional. Some concepts in graph theory are: Trees, Cycles ............ from the node, or to the node (incase of directional edges). *: A `node` is formally called a `vertex` ............ have, I can see that it is closely related to the pathfinding issues, as it involves the analysis of forms and ............ with integers. How is this related then to pathfinding? Somekind of analysis of the shapes of spaces and ............ end goal of reducing the CPU load caused by the pathfinding system. https://en.wikipedia.org/wiki/ ............ , was to instead of thinking about how to solve pathfinding queries, would be to create a conveyor simulator. ............ used for caching a path or to know where to solve pathfinding queries. It needs to be supplemented with ............ . Then it might be possible to first perform a pathfinding task on the graph itself, to find out a sequence ......
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DF Suggestions / Re: Improving Pathfinding. (Computer sciency)
« by Niseg on April 07, 2011, 03:28:34 am »...... improvements I can think of to path caching: 1. directional waypoints. 2. path smoothing. . 1. since the ............ model user placed the waypoints can be directional which would affect the heuristic function that ............ worst than A*. by changing the huristic to give a directional penalty (can be automatic if wp is by a wall) it ......
...... hope to address (in no particular order): 1. non directional tiles (no support for "tapestry on the north side ............ fall over) 5. tiles have infinite volume 6. non directional ramps The solution: first off, it goes without ............ require larger maps. it will also require a pathfinding rewrite, as empty adjacent tiles may have an ............ weird "x/7" dig scheme that does not even give us directional tiles. (for example, dorfs can easily walk in a ............ . and yes, it does ad complexity. but if we want directional tiles and railings and such, there is no real way ......
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DF Suggestions / Re: Directionally-forbidden doors
« by NW_Kohaku on September 09, 2016, 04:16:30 pm »...... be more specific, the problem is that pathfinding is done along connectivity maps. That is, after ............ connectivity maps are updated. Things like directional entrances and exits, then, completely destroy DF' ............ current pathfinding. There is no directionality, there is only ............ . Not that DF's pathfinding doesn't need a serious reworking from the ground ............ largest killer of FPS, but reworking the whole pathfinding for directional doors support is like ......
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DF Suggestions / A Better Method for Pathfinding
« by Charles2531 on February 11, 2015, 08:20:16 pm »...... . I've seen other level-of-detail and tree-based pathfinding suggested here before, but not in the way I'm ............ scenario is distance^3?). If this can be reduced, pathfinding will require much less processing power. Due to ............ how processor-intensive pathfinding is, especially with large numbers of dwarves ............ over large distances, a significantly faster pathfinding method would make the game run much better. ............ z levels), then divide it by 2 to get rid of bi-directional cases, we end up with 6 variables to store (15 ............ and use heuristics to do efficient large scale pathfinding, then do tile-by-tile pathfinding as the dwarf is ............ between sections is managed by the tile-by-tile pathfinding, as well as other things. Fixing problems with ......
...... the coding issues of thin walls. Requirements: * Directionality - so you can light one side of a wall without ............ another. I think engravings are currently directional, so some of that code is already in place. An ............ . This would cause the most coding problems with pathfinding and all. Problems: * Deconstructing the wall - ......
...... have in mind here is something to regulate fluid pathfinding. Essentially, a tile's floor could be sloped ............ slopes on the ground would appear. If it's four-directional, the characters to represent it are already in ......
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DF Suggestions / Re: No more all-directional ramps
« by qwertyuiopas on September 12, 2009, 09:12:35 pm »...... concern. So, the only reason you REALLY want directional ramps is for your indiana jones style boulder ............ , both of these will change relatively soon, and directional rams would complicate these upgrades. And, at ............ eventually. Conclusion: Don't push for directional ramps yet, wait for at least one of the future ............ (Interface, pathfinding) so that Tarn gets more time to work on more ............ features. (Pathfinding: complicated, each additional bit of complexity ......
...... don't think so. The 4-directional model has some challenges, but they are easy ............ else I've seen proposed, and it makes the pathfinding/projectiles/etc. between the vehicle and its ......
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DF Suggestions / Re: Dwarves planning their pathing before they build
« by Jibekn on August 12, 2011, 02:41:12 pm »...... is a remarkably expensive algorithm, as are any pathfinding algorithms. 1. Nope, both compliment each ............ it at all, but would be a perfect example of directional building. <-- To Caverns ################### .... ............ i would go as far as to say, that when building directional assigned walls beside each other, they auto- ............ dont think it would be anywhere near as pricey as pathfinding or floodfill, as we are running the algorithm ......
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DF Suggestions / Re: Assorted suggestions (mainly AI, interface, and combat)
« by MrWiggles on June 25, 2012, 07:04:24 am »...... mode is a godsend.) Eventually. Quote Pathfinding: Jumping up small ledges If a dwarf has ............ Quote Combat/Movement: Giving a better sense of directional facing Is there any indication as to what ............ of the body? Combat/Movement: Utilizing said directional facing For example, being behind a dragon would ............ . ToadyOne, ina dwarf fortress talk, talked about directional facing in DF, and why it wasn't done. His ......
...... the lowest cost route to each area now if one directional tiles are implemented he will need to assign ............ calculations at least twice. of course, the way pathfinding seems to lag my game i'm not sure if its from ......
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DF Suggestions / Re: More specialized traffic designations
« by Draco18s on March 14, 2012, 12:42:56 pm »Directional Pathfinding.
...... , I think miners, masons, etc. should do a simple pathfinding check to see if they could get to food & water ............ then try the surrounding squares if not. But a directional setting might be simpler programming wise and/or ......
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DF Suggestions / Re: Specify traffic by direction
« by PaulMurrayCbr on April 05, 2013, 11:36:28 pm »...... , allowing you to specify directional traffic cost allows complex things. For instance, ............ suspect that you wouldn't need directionality along a whole corridor - just putting it at ............ algorithm and doesn't add a lot of complexity to pathfinding. I hope. ......
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