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Thread: Wormhole Pathfinding (Starflight GPS)

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  1. #1
    You are absolutely correct in this, and to work around the issue of potentially slow path calculations in my game, i have put pathfinding into its own job-thread - hopefully this will work ok, so far i have no issues with this.
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  2. #2
    Quote Originally Posted by JernejL View Post
    You are absolutely correct in this, and to work around the issue of potentially slow path calculations in my game, i have put pathfinding into its own job-thread - hopefully this will work ok

    Moving pathfinding into separate thread is a good idea. Even better one is to allow pathfinding to run in multiple threads where each thread is calculating path between different staring and destination node. Offcourse you need to implement your pathfinding algorithm so that each thread ha its own temporary data (opene and scaned nodes) so that threads don't interfere with each other.


    Another thing for making pathfinding much faster is to implement heuristics approach. Using heuristics you can greatly reduce the number of nodes scanned. But the problem with heuristics pathfinding is that its implementation laregly depens on how your world is defined. This is one of the reasons why not many people decide to go this way. Well not until non-heuristics pahtfinding algorithms manages to work fast enough.

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