Hello ! In the first minute of playing PA , I imediately saw the movement of the units . They keep geting stuck, witch in my opinion creates a ton of lag ... Suggestion !!! Please !, try to implemet "FLOWFIELD" , or something even better . This is the only thing i have to complain about (till now). It is a GREAT GAME , and I love it , but , please, fix the unit movement . Have a lukky day ! Anduk
actually this is flowfield if you followed first couple livestreams Code: http://youtu.be/5Qyl7h7D1Q8?t=24m23s
Thx. Now I understand , but I did not express myself good enough. I meant flowfield betwen units , not terain ... Something like this : (00:47) they are dooing a great job , and I understand that is still in Beta . (Sorry , but i still don't know how to express myself good enough) ^_^
Well try the same in PA and you will see it works the same. The only difference is that we do not have formations implemented yet. And you video example is based on 2 groups of units which are allready organized as a formation. It's true there are still many bugs that make your units stuck at the corner of a factory but it's a known issue and Uber is constantly working on fixing this.
I love the bit at 1:00 where you can see the units moving impossibly sideways and clipping into other units! So Realistic[/sarcasm] Also worth noting, the same person who worked on SupCom2's Flowfield is also working on PA's Pathfinding. Also also compared to PA, SupCom'2 maps might has well have been flat featureless plains. PA is far more ambitious than that. Mike
yea, flowfield : genius idea. ...Flowfield's implementation in SupCom2 .....nnnot to be made an example of. it was wayyyyyyyyyyy overdone. It was part of the reason supcom2 sucked. Everyone in the supcom community had placed pathfinding as issue number one, so GPG focused at all costs their efforts on it. At all costs are the key words here... was fixing pathfinding at the cost of killing the simulation/imersive aspect of the game worth it? it felt like all the simulation had been taken out of the game. (added to the fact this catch-up mechanic was impossibly unrealistic). I never liked that perfect formation thing, it's just lifeless/sterile. my gripes with supcom pathfinding was the-bumpy bumpy (which could be fixed by lines of code acknoledging error and not atempting mistake again and also taking into account the things ahead not just the things right in front, instead of a simple: "push this unit out of the way a bit and try again untill sucess".) and terrible response time. sometimes the engine was so bogged down with paths to calculate, your unit took 2 minutes to start mooving after being given an order! I though with Supcom 2 and their flowfields, they would just take out the issues, not make it lifeless and kid-toy-ish.