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Old 08-01-2003, 09:34 PM
Soul-Blade Soul-Blade is offline
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Quote:
Originally posted by Kaimetsu
The loop limit shouldn't be a huge problem (I'm still not entirely sure how it works, I need to ask Stefan about it) if you segment the overworld. One set of nodes per town, a few other sets for areas of wilderness etc.
Oh, of course. The loop stands no problem what-so-ever for node system, but for completing the pure A* one it could. I have not really worked on it since I posted this, but I will soon, so I will see how well I can get it to work avoiding the limit.

Quote:
Originally posted by Projectshifter

I took a look at the scripting, quite nice, but it does takea long time, I'm sure we can find a way to fix this though.
Can either one of you explain how the nodes would work? I understand WHAT a node is, but I'm not sure how you would implement is so?
---Shifter
The solution to fixing it is clear, I just haven't got around to it lately. Reduce the number of loops, or add a sleep occasionally (or ask Stefan a better way) and it will work. The reason and only reason it takes long is because of the sleep 0.05 every loop, in each while, in the caculation. The sleep in the plotting course area near the bottom can be removed though, I thought it was just a nice effect.

Now on to the node system
My implementation includes using cool little node graphics for NPCs. Basicly rather then checking tiles, I will check to see if the NPCs graphic is set to the node graphic (or possibly use a save[index] variable, in addition). There will be less then 5 or maybe even less nodes per level, but it doesn't really matter the number because the nodes themselves will most likely have no script at all, other then hide.

I will post it when I am finished with it, which could be in about a week as I am most likely leaving for that long. The major thing needed to know is that it is essentialy for efficient serverside pathing.

Quote:
Originally posted by adam

I believe they mean instead of having to check all 4096 tiles. they can check like 96 nodes. scattered arround the level in places where they can all see eachother directly. Positioned around major obstacles.

Here this one seems ot work all the time now! remove the sleep to make it fast.
ROFLOL that was cool. He made like a maze of showpoly. I wonder how well that pathfinding would work in Mr.Findits maze hehe.
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