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0 A.D. Release 28: Boiorix

play0ad.com

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Re: 0 A.D. Release 28: Boiorix

#71
Looking through earlier news, a July 2024 release note proudly proclaims “The git migration is on its way!”. But I’ve had a look around and can’t easily find any active git repo. Anyone know the current status around ‘moving to git’?

Ref: https://play0ad.com/the-git-migration-is-on-its-way/

Re: 0 A.D. Release 28: Boiorix

#72
post #40
post #26

Earlier quoted context omitted.

An RTS where you could only swap between FPV views of each of your units would be fun. Or at least different. Savage II but there is only 1 player per team, and no overhead view. And you can wrench control from a bot at any time.

Sacrifice is a brilliant RTS where the commander (a summoner mage of sorts) participates at the ground level.

And there's of course the spiritual sequel, Bruetal Legend. The main campaign can be played more as an action game, but if you get into multiplayer the RTS elements really come through.

Re: 0 A.D. Release 28: Boiorix

#73

Earlier quoted context omitted.

Two thousand years ago they'd barely have maps, I don't see why units need pathfinding anyway. In the Age of Empires series it had bizarre effects, like you could steer an enemy army around by building a wall across a forest path, forcing them to take a different path to their target (your base), since they apparently saw the wall with their psychic powers. Realistically soldiers should head in the right compass dire…

This is naive pathfinding that adopts the shortcut of perfect information. Good looking pathfinding simulates realistic terrain ignorance (no "psychic powers"), but it is likely to be expensive enough to require other compromises (e.g. updating paths less often).

You reckon the perfect information version is cheaper than an algorithm that works only on the tiles near to the unit? But this quickly gets too complicated to discuss; there's the confusing matter of precalculation versus live updating.

Re: 0 A.D. Release 28: Boiorix

#74
post #67

Earlier quoted context omitted.

There certainly are naive ways, although whatever I suggest here will be poorly thought out and will lead to the next problem. But OK, I suggest a scent trail. Each unit paints where it's been and prefers not to go that way again. Then of course it could paint itself into a corner, so it needs a local-maximum-busting strategy too, which probably means marching off in an arbitrary direction to see if it gets unstuck.…

That’s pathfinding. I thought you were opposed to pathfinding?

Not only is that pathfinding, it sounds like an especially complex pathfinding algorithm that would be pretty challenging to implement efficiently.

Re: 0 A.D. Release 28: Boiorix

#75
post #67

Earlier quoted context omitted.

There certainly are naive ways, although whatever I suggest here will be poorly thought out and will lead to the next problem. But OK, I suggest a scent trail. Each unit paints where it's been and prefers not to go that way again. Then of course it could paint itself into a corner, so it needs a local-maximum-busting strategy too, which probably means marching off in an arbitrary direction to see if it gets unstuck.…

That’s pathfinding. I thought you were opposed to pathfinding?

Well, ish. My theory is that you can have units make individual local choices that add up to somewhat inept pathfinding, and it works out cheaper than maintaining live-updated whole-map pathfinding information.

Re: 0 A.D. Release 28: Boiorix

#76
post #67

Earlier quoted context omitted.

That’s pathfinding. I thought you were opposed to pathfinding?

Not only is that pathfinding, it sounds like an especially complex pathfinding algorithm that would be pretty challenging to implement efficiently.

In what way?

Re: 0 A.D. Release 28: Boiorix

#78

Looking through earlier news, a July 2024 release note proudly proclaims “The git migration is on its way!”. But I’ve had a look around and can’t easily find any active git repo. Anyone know the current status around ‘moving to git’? Ref: https://play0ad.com/the-git-migration-is-on-its-way/

They have a Gitea instance - https://gitea.wildfiregames.com/0ad/0ad

Re: 0 A.D. Release 28: Boiorix

#79

Earlier quoted context omitted.

This is naive pathfinding that adopts the shortcut of perfect information. Good looking pathfinding simulates realistic terrain ignorance (no "psychic powers"), but it is likely to be expensive enough to require other compromises (e.g. updating paths less often).

You reckon the perfect information version is cheaper than an algorithm that works only on the tiles near to the unit? But this quickly gets too complicated to discuss; there's the confusing matter of precalculation versus live updating.

The perfect information version calculates the path once on click, the local version needs to recalculate every time the unit moves (and new tiles are "seen")
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