Suggestion: Increase builing pathfinding footprint

Discussion in 'Backers Lounge (Read-only)' started by Tontow, July 27, 2013.

  1. Tontow

    Tontow Active Member

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    I think the only real glitch with path finding now is that units are trying to drive into or through part of the building and if you look at the screen you can see why.



    See the power generators? The path finding foot print is hiding under them.


    So all that really needs to be done is to increase the path-finding footprint of buildings. Maybe 25%?

    Attached Files:

  2. paulzeke

    paulzeke Member

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    +1 seems like a good solution
  3. Raevn

    Raevn Moderator Alumni

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    The issue with pathfinding isn't so much that they clip with buildings, is that they actually get stuck when they intersect with them. Changing the footprint only fixes this visually; the units would still get stuck, but just on the edge of the building instead of inside. If the pathfinding itself is working OK, then the current footprints are probably fine (but are easy to edit if this is not the case).
  4. Artamentix

    Artamentix Member

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    An interesting thing from that makes it look like the pathfinding system uses a set of grids orientated to the poles of the planet and the squares it renders inaccesible are based on the area covered by the hit box or whatever it is. It looks like some of it might also be how when a building is rotated from that orientation, less squares are shaded in normally, resulting in a wierd smaller jagged collision box?

    Attached Files:

  5. Tontow

    Tontow Active Member

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    What the screenshot shows is a visual debug representation of the path finding values. Think of it like this: no color is a move cost of 0, green is a move cost of 1, yellow is a move cost of 2 and red is a move cost of 10 (cannot move here).

    If you know anything of path finding then you will know that the AI will pick a path with the lowest total move cost, but if the move cost grid is not correct, then units will get suck.

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