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Re: SEV: Taking me to the edge of sanity
Yah, that's really the worst part of it: The AI isn't using the long processing time to do something sensible, like figuring out what he should do next. It's used for the actual movement of the ships, since the pathfinding mechanism apparantly isn't optimized at all.
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Re: SEV: Taking me to the edge of sanity
Try changing the ship movement speed in the options.
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Re: SEV: Taking me to the edge of sanity
To clarify, it's not the movement itself but the pathfinding - so it is sensible really. This is due to the line of sight in the game, so it's calculating the path for the ship each hex that it moves. Although I don't think it calculates again in squares that have sensor coverage - but if it does that may be a point of optimization.
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Re: SEV: Taking me to the edge of sanity
There have got to be other optimizations for pathfinding. Numerous other games use pathfinding, oftentimes with more complex pathing/obstacles without a noticable slowdown. SEV, in fact, really has a simple pathing, even with the rules of sight. I'm thinking this is a negative consequence of going from square grids to hex grids. Although I really like the hex grids over squares, somehow, when I first saw the demo, I had a bad feeling that this change would cause a slowdown.
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Re: SEV: Taking me to the edge of sanity
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Re: SEV: Taking me to the edge of sanity
Come to think of it, it appears to me (without testing) that longer paths have much higher processing time. It appears that if you break up a long path into multiple steps using multiple "move to" orders, you can achieve the same thing but now the pathing routine just calculates up to the next "move to" point instead of the destination. Thus this should cut down processing time for pathing. I have been doing this and it seems to improve turn processing time. The bad thing is that this method kinda makes waypoints useless. More testing required to confirm.
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Re: SEV: Taking me to the edge of sanity
It speeds things up for the player since only 1 movement order a time is taken - but the individual AIs wouldn't be doing this and that's a bigger source of slowness.
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Re: SEV: Taking me to the edge of sanity
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Re: SEV: Taking me to the edge of sanity
Slick said:
I'm thinking this is a negative consequence of going from square grids to hex grids. Hexes have 6 adjacent locations to analyze, squares have 8. If anything, hexes should reduce the pathfinding calculations by virtue of 25% fewer adjacent locations to consider. Of course, if you optimize it to ignore squares/hexes that are in the opposite direction of the target, you pretty much have 3 versus 3 locations to consider. Sight and larger systems, plus double the movement, seem like they would have more of an effect than hex vs. square. |
Re: SEV: Taking me to the edge of sanity
the sim times are depressingly long
Grab a book,mow your lawn, do the dishes your turn might be done when you return. |
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