1 |
Maybe saying worse isn't technically correct, still I don't wanna think about all the issues I and my AI ran into with engine pathing. I don't trust the pathfinder to find the shortest(time wise) path.
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1 |
Maybe saying worse isn't technically correct, still I don't wanna think about all the issues I and my AI ran into with engine pathing. I don't trust the pathfinder to find the shortest(time wise) path.
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2 |
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2 |
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3 |
When you then add deformable terrain it gets unusable for distances > 200 elmo. Also it isn't accurate enough for positioning spiders on cliffs(because 2D map).
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3 |
When you then add deformable terrain it gets unusable for distances > 200 elmo. Also it isn't accurate enough for positioning spiders on cliffs(because 2D map).
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4 |
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4 |
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5 |
What the CSI Pathfinder does differently: Avoid steep hills/narrow passages, stay in formation/don't cluster, civilians avoid enemy contact. This relies on Spring pathing for the elmo level accuracy though, it's a simplified version of how a player has to correct unit paths.
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5 |
What the CSI Pathfinder does differently: Avoid steep hills/narrow passages, stay in formation/don't cluster, civilians avoid enemy contact. This relies on Spring pathing for the elmo level accuracy though, it's a simplified version of how a player has to correct unit paths.
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6 |
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6 |
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7 |
One
Issue
that
is
new
to
me
is
units
actively
running
into
and
getting
stuck
in
Strider
nanoframes.
|
7 |
One
issue
that
is
new
to
me
is
units
actively
running
into
and
getting
stuck
in
Strider
nanoframes.
|
|
|
8 |
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|
9 |
That said I don't think Spring's pathfinding is worse than similar games. But if somebody asks me whether I feel a difference between 91 pathing and 101 it is not the case for me (and I'm not gonna lie). A noticeable improvement would be the addition of some boids like behaviour that avoids all your raiders clumping at the first corner.
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