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 1 
 on: 2016-08-28 09:23:05 
Started by Exonto - Last post by theagentd
Depending on how your map looks, hierarchical pathfinding may have problems. Consider a chunk where the a river crosses it horizontally. In this case, the chunk is "enterable" from all four sides, but it's not possible to go from the top to the bottom and vice versa, and if you enter on the top right you can only exit at the top and top left. The chunk is essentially two completely separated areas in this case. Another funny case is if you have a chunk which only the corners are walkable. Again, all 4 directions are technically enterable, but you can't really go anywhere from there. Handling cases like that is the most complex part of implementing hierarchical pathfinding.

 2 
 on: 2016-08-28 08:53:35 
Started by Exonto - Last post by VaTTeRGeR
Search for hierarchical pathfinding.
You basically create graph(s) with different levels of detail so that you only need to use full pathfinding for the nearest tiles.

chunks work well with this, you can build a graph from these chunks:
-every connected walkable area in chunk is a distinct node
-if node B can be reached (with A*) from node A => connect nodes with an edge
-do this only for chunks that are touching on the edge/corner to limit graph complexity

this graph should be much faster to navigate in, just do it in real-time
You can do this simplification multiple times for even more granularity.

http://aigamedev.com/open/review/near-optimal-hierarchical-pathfinding/

 3 
 on: 2016-08-28 06:30:18 
Started by Exonto - Last post by Exonto
I have a situation where I am using the A* pathfinding method to move a creature across a tile based world.
This particular world can be extremely large and has many obstacles obstructing a creature's path (trees in this case).
When calculating paths over semi-short distances there is not a problem. However, there are huge freezes which take
place when I try to calculate a path over three hundred tiles away (or so). And yes this is because I haven't multi threaded
pathfinding yet, but I feel it would still be too slow even after threading it.

Anyways, here's a picture to give you a sense of the scale.



That isn't even the whole world, the minimap only shows 200 x 200 tiles whereas the full world may be infinite in size depending on the world generation rules.

I have heard that certain games, such as dwarf fortress I think? Split up their worlds into regions and somehow use those regions to improve the performance
of the pathfinding. Conveniently, I already have every world split up into 16 x 16 chunks which are currently acting as a method to define biomes, but I'm thinking
I can also use them for the purpose of quicker pathfinding.

I am not sure how this mechanically works. I am thinking the way this functions is that a path from the center of each region to all adjacent regions is calculated
and then cached, but I'm not sure. Not to mention that would significantly decrease shortest path accuracy.

So how can I use world regions to help improve long distance pathfinding? Or if there's a better way in general, please let me know Smiley.

Edit
I now realize this probably belongs in the artificial intelligence section.

 4 
 on: 2016-08-28 00:10:05 
Started by DayTripperID - Last post by gouessej
Hi

Maybe my schema and my short explanation can help you:
https://gouessej.wordpress.com/2013/10/22/tuer-7-ans-deja-tuer-already-7-years/#themanagementofapplicativestates

I use the Fettle API, it's used in Candy Crush too.

 5 
 on: 2016-08-27 22:20:45 
Started by BurntPizza - Last post by Wave Propagation
Thanks for that tip! I did install it and have to learn it. But then I can do it. It looks great though. Smiley

Edit: I've now uploaded a video to YouTube: https://www.youtube.com/watch?v=EZUn-aJ-ocs&feature=youtu.beMmB9b5njVbA

 6 
 on: 2016-08-27 22:03:29 
Started by BurntPizza - Last post by orange451
Have you tried sharex?
Has a decent gif recorder, and uploads straight to imgur as a gif/gifv
Smiley

 7 
 on: 2016-08-27 21:58:01 
Started by BurntPizza - Last post by Wave Propagation
I have tried to find a program to record it, but none of them have worked for me. But I can tell you the Path Tracer isn't fast. Some scenes, but not the one shown here, do have an FPS of around 100 or so, although the image will still be grainy and converge over time. The image of the Path Tracer took quite a long time to render (maybe an hour, I'm not sure).

Edit: More images can be found at: http://www.dayflower.org/

 8 
 on: 2016-08-27 21:50:40 
Started by BurntPizza - Last post by orange451
If it's realtime, post a gif! Smiley

 9 
 on: 2016-08-27 21:29:20 
Started by BurntPizza - Last post by Wave Propagation
I implemented a Ray Caster in addition to my Path Tracer in my 3D-engine. They're both realtime.

Ray Caster:


Path Tracer:

 10 
 on: 2016-08-27 21:11:29 
Started by BurntPizza - Last post by orange451
matrix-drift ?
Did a quick search. From what I can see that's because of rotation and scale being stored in the same components of a 4x4 matrix?

However, I don't have any scaling in my vertex skinning Sad

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