0 A.D. Release 28: Boiorix
71–80 of 123 posts
Re: 0 A.D. Release 28: Boiorix
#72Earlier 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.
Re: 0 A.D. Release 28: Boiorix
#73Earlier 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).
Re: 0 A.D. Release 28: Boiorix
#74Earlier 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?
Re: 0 A.D. Release 28: Boiorix
#75Earlier 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?
Re: 0 A.D. Release 28: Boiorix
#76Re: 0 A.D. Release 28: Boiorix
#77Re: 0 A.D. Release 28: Boiorix
#78Looking 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
#79Earlier 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.