#(fullwall) Additional Citizens pathfinder options
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(fullwall) Additional Citizens pathfinder options
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I seen you closed some related issues this morning I'm guessing you are migrating the issues from GitHub over to the discord?
eventually yes
@zinc verge
o/
Seen you made some progress this morning Fullwall, looks promising.
It looks like you had to change a lot
Is the pathfinding range something that you would be allowing the user to modify?
I wonder if a feature for fake stairs or something would be useful to circumvent edge cases where the jump impossible but the precision required would be too much.
the pathfinding range is already adjustable
I am struggling to comprehend the system in its current state but I was curious if it was able to update the path in realtime if blocks states change nearby.
Like if a tnt goes off or a block gets destroyed would it be able to dynamically adjust to those circumstances?
Or does it do one check at the beginning to the destination
no, there's no realtime pathfinding
probably that could be added
it doesn't do bidirectional A* either
from start to target and vice versa, meeting in the middle
not too sure about the usefulness. either you're meeting in the middle when pathfinding from both sides, or you let the pathfinder run twice in both directions. but latter is more a safety check, if start -> target is not reachable, but target -> start in some weird scenarios
- you're doubling the work load by having 2 pathfinder instances running instead of just one
I assume if you have two positions on a grid and you want them to meet up in the middle (like two AI fighting each other) you would want to do it bidirectional otherwise at the start wouldn't both of them detect the far position and head there?
If there is no realtime updates
Or it would look like something from OSRS when you follow each other
bidirectional A* speeds up A* significantly
well, I never had that scenario, but I'd think pathfinding procedural would be the better option
Oh Fullwall this is the guy that works on pathetic by the way
Sorry for just inviting him I was looking into his project lol
I should have introduced him
In a scenario where two paths are the same cost, does it go randomly or is it determined
By like some arrangement on the grid
Checks north first, etc.
Because theoretically you could just check all directions randomly and then purge that option from the list
insertion order
that really depends on the heuristic. pathetic for example has a really aggressive heuristic which leads to a similiar result
theoretically bidirectional should be faster, but it's always a matter of the overhead coming with it
if you want to have a more efficient algorithm you could look into JPS or HPA*
but it's always a pros and cons consideration since with those you lose precision + memory(in terms of HPA*) for speed
thinking I should probably merge minecraft and citizens movement systems so there's just one consistent movement system
Might be worth the investment