GoodGuy
Posts: 1506
Joined: 5/17/2006 From: Cologne, Germany Status: offline
|
quote:
ORIGINAL: GordianKnot []....pathing algorithm has been around for about 20 years and there is really nothing to improve on it. Erm, I'm not sure if I understand what you mean. Are you saying the pathing is fine and there's no need to improve it, or are you saying it can't be done? If looking at games like Company of heros or CDV's "Panzers" you get an idea about how things can be perfected, and - in case of Panzers - how things can be botched. IIIRC, units in CoH are usually extremely patient, they wait in lines to cross a bridge, although each individual unit may have different waypoints on the other side of a river. If there's a traffic jam, each unit will wait patiently and memorize its waypoint, and it will then start moving again once a jam has been untangled. In Panzers, units try to find a different crossing right after the first attempt to cross a bridge failed. This leads to situations like units heading to another bridge (mined), where the player then has to catch all these stubborn units, like a cowboy watching/chasing cattle, lol. It's not a piece of cake-thing to code hassle-free pathfinding, but recent games show that it can be done. The pathfinding in CC is antiquated. Tanks often won't cross bridges, unless you put the waypoint right in the middle of a bridge, on a certain spot. And even after reaching the spot, AFTER passing let's say a wrecked halftrack residing on the left edge of a huge bridge, the tank may just reverse back to end of the bridge if you place the next waypoint on a "bad" location, just because the AI suddenly thinks the bridge is impassable. This leads to situations where it takes 10-30 mins to get ONE tank over a goddamn bridge.
_____________________________
"Aw Nuts" General Anthony McAuliffe December 22nd, 1944 Bastogne --- "I've always felt that the AA (Alied Assault engine) had the potential to be [....] big." Tim Stone 8th of August, 2006
|