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Age of Empires Definitive Edition's pathing and movement

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Re: Age of Empires Definitive Edition's pathing and movement

#4
I would've guessed that bad pathfinding in these old games was caused by very aggressive optimizations to improve performance but then the author starts off by saying:

>DE's pathing system's findPath() function was speeded up by approx 3-4x faster vs. Age1's

So the old code was just that bad? It's a bit odd, you'd expect such a critical piece of code in an RTS to be reasonably well written and optimized.

Re: Age of Empires Definitive Edition's pathing and movement

#5
post #4

I would've guessed that bad pathfinding in these old games was caused by very aggressive optimizations to improve performance but then the author starts off by saying: >DE's pathing system's findPath() function was speeded up by approx 3-4x faster vs. Age1's So the old code was just that bad? It's a bit odd, you'd expect such a critical piece of code in an RTS to be reasonably well written and optimized.

The old-timey pathfinding was probably optimising for memory usage, not speed or correctness.

Re: Age of Empires Definitive Edition's pathing and movement

#7
The fact that this post seems to be engendered by a comment on a forum ("The pathfinding in the game is terrible.") reminds me of 'Designing Video Games is Hard Work, But the Millions of Angry Players Make It All Worthwhile'

http://thehardtimes.net/harddrive/designing-video-games-hard...

Re: Age of Empires Definitive Edition's pathing and movement

#10
post #6

>DE's pathing system's findPath() function was speeded up by approx 3-4x faster vs. Age1's How would that make any impact at all given that the game ran just fine on 1997 hardware?

In addition to the higher unit count there are a few bullet points in the article that indicate where saved/additional time is spent. From the sound of it, most importantly: "The DE pather was modified to have a much higher max iteration count than Age1's, so longer and more complex routes can be found."
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