Ludeon Forums

Ludeon Forums

  • January 30, 2023, 12:58:21 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 14 15 [16] 17 18

Author Topic: [A16] Better Pathfinding (v1.5.2 update 2/22)  (Read 151327 times)

faltonico

  • Guest
Re: [A16] Better Pathfinding (v1.5.2 update 2/22)
« Reply #225 on: April 28, 2017, 07:51:34 PM »

Logged

mathwizi2005

  • Drifter
  • **
  • Posts: 67
  • I will put text here.
    • View Profile
Re: [A16] Better Pathfinding (v1.5.2 update 2/22)
« Reply #226 on: April 28, 2017, 08:38:13 PM »

A mod someone (don't know who) made that forces plant ticks into another thread, specifically every plant gets its own thread. Sadly, its kinda buggy as plants tend to.....get frozen at 5% so I don't recommend yet.
Logged

faltonico

  • Guest
Re: [A16] Better Pathfinding (v1.5.2 update 2/22)
« Reply #227 on: April 28, 2017, 09:12:06 PM »

A mod someone (don't know who) made that forces plant ticks into another thread, specifically every plant gets its own thread. Sadly, its kinda buggy as plants tend to.....get frozen at 5% so I don't recommend yet.
I wound't mind testing it *drools*
Logged

milon

  • 100% Nerd*
  • Global Moderator
  • Transcendent
  • ****
  • Posts: 3584
  • * Conditions may apply
    • View Profile
Re: [A16] Better Pathfinding (v1.5.2 update 2/22)
« Reply #228 on: April 30, 2017, 06:52:12 AM »

off topic, wth is the 'spoiler' syntax, nothing I type in seems to be accepted and I wanted to avoid a long ass post

We don't have spoiler tags here :(

milon

  • 100% Nerd*
  • Global Moderator
  • Transcendent
  • ****
  • Posts: 3584
  • * Conditions may apply
    • View Profile
Re: [A16] Better Pathfinding (v1.5.2 update 2/22)
« Reply #229 on: May 01, 2017, 09:47:39 AM »

sheidula's post was split from here into its own thread for better assistance:
https://ludeon.com/forums/index.php?topic=32045.0

Zhentar

  • Colonist
  • ***
  • Posts: 600
  • Refugee
    • View Profile
Re: [A16] Better Pathfinding (v1.5.2 update 2/22)
« Reply #230 on: May 01, 2017, 02:28:57 PM »

I've spent a couple of weeks building a pathfinding algorithm tester in c#. I've finally got it to the point where both the A* and my modified weighted JPS work as optimally as I can get them. Here is a snapshot of a hand drawn rimworld like map.


As you can see, this path took 74ms. With A* the best I could get is about 300ms. That is optimal paths only, no sacrificing accuracy for performance. That is about a quarter of the time. I'm quite happy with that.

I'll post it soon, somewhere, I'm not sure where yet. Maybe I'll post a copy here for some feedback. I designed it as best I could to make it easy for anyone to add their own algorithm to test. I hope I succeeded.

So my question to you Zhentar, while doing your work, did you even pull any map data for testing purposes or do you know how I might pull data about the a map weights so I can try a real map in my program?

A bit late on this, but you can check out what I did in my github repository here (including half a dozen of my test cases): https://github.com/Zhentar/BetterPathfinding/tree/master/OfflineTester


Ok I think I found an issue. Feels more like a mod compatibility problem since....I played a game thru with no issues....then I add a few more mods and this happens.

Lets lay out the problems. Pawn randomly freezes in place and frame rate plummets significantly. Error is as follows repeating every tick or so

Something is messed up about the room Toni is in, and it's resulting in a corrupt region grid. Better Pathfinding heavily depends upon the region grid, so it tends to fail quite visibly when there are problems with it. Other parts of the game that depend upon it tend to have much more subtle effects. The region grid corruption can't be caused by Better Pathfinding, so it's most likely a result of one of the other mods (although I know there is at least one bug in the region generation algorithm in A16, so it's not impossible that it's a Vanilla issue).
Logged

mathwizi2005

  • Drifter
  • **
  • Posts: 67
  • I will put text here.
    • View Profile
Re: [A16] Better Pathfinding (v1.5.2 update 2/22)
« Reply #231 on: May 02, 2017, 05:36:19 PM »

Apparently the Tick Multithread mod I was experimenting with was causing the issue. The plan was to put PLANTS onto their own thread per tick but it seems it expanded beyond just plants as that one cell Toni was trying to get to was literally right next to the pawn with nothing on the tile, literally NOTHING. I have since removed the mod and the problems disappeared overnight.
Logged

TOG II

  • Muffalo
  • *
  • Posts: 5
  • Spacefaring Tank
    • View Profile
Re: [A16] Better Pathfinding (v1.5.2 update 2/22)
« Reply #232 on: May 06, 2017, 04:57:29 PM »

I suggest you post your mod [Here] for a possible official integration.
Logged
░░░░░░███████ ▄▄▄▄▄▄▄▄▃
   ▂▄▅█████████▅▄▃▂
I███████████████████]
 ◥⊙▲⊙▲⊙▲⊙▲⊙▲⊙▲⊙◤

Zhentar

  • Colonist
  • ***
  • Posts: 600
  • Refugee
    • View Profile
Re: [A16] Better Pathfinding (v1.5.2 update 2/22)
« Reply #233 on: May 06, 2017, 10:19:49 PM »

There's no need; it's already included in A17.
Logged

milon

  • 100% Nerd*
  • Global Moderator
  • Transcendent
  • ****
  • Posts: 3584
  • * Conditions may apply
    • View Profile
Re: [A16] Better Pathfinding (v1.5.2 update 2/22)
« Reply #234 on: May 07, 2017, 04:20:07 PM »

I suggest you post your mod [Here] for a possible official integration.

FYI, that's the mods announcement thread, used to advertise the existence of a mod. I think you were meaning the mod nomination thread here: https://ludeon.com/forums/index.php?topic=29505.0

There's no need; it's already included in A17.

Woo hoo, that's awesome Zhentar!

ultra4

  • Colonist
  • ***
  • Posts: 102
  • Refugee
    • View Profile
Re: [A16] Better Pathfinding (v1.5.2 update 2/22)
« Reply #235 on: May 28, 2017, 02:16:07 PM »

That is great. On one hand no need for your mod anymore, but that means you deserve a whole bunch of thanks, you made the game a lot better
Logged

stigma

  • Colonist
  • ***
  • Posts: 210
  • Refugee
    • View Profile
Re: [A16] Better Pathfinding (v1.5.2 update 2/22)
« Reply #236 on: June 27, 2017, 06:37:46 PM »

There's no need; it's already included in A17.

That is very cool to hear (congratulations!)

I think it would be a very good idea to put a big red notice about this in the first post of this thread though. It would save a lot of time and confusion for people.

-Stigma
Logged

Canute

  • Transcendent
  • *****
  • Posts: 9999
  • Refugee
    • View Profile
Re: [A16] Better Pathfinding (v1.5.2 update 2/22)
« Reply #237 on: June 28, 2017, 02:43:11 AM »

There's no need; it's already included in A17.
Maybe overthink your choise.
Playing on the rainforest mod, my Builder build roads through the jungle, and once he is want to break, he move straight through the jungle instead to use his own builld path.

Maybe not an issue about pathfinding, but caravan rarely exit the map through the selected direction you select at the option. I set south, because the base is at the south, south is a road closeby, and the pawns move 1 day to the north through the jungle to exit.

wwWraith

  • Colonist
  • ***
  • Posts: 432
  • ...
    • View Profile
Re: [A16] Better Pathfinding (v1.5.2 update 2/22)
« Reply #238 on: June 28, 2017, 02:57:03 AM »

Logged
Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

Canute

  • Transcendent
  • *****
  • Posts: 9999
  • Refugee
    • View Profile
Re: [A16] Better Pathfinding (v1.5.2 update 2/22)
« Reply #239 on: June 28, 2017, 04:18:17 AM »

Yep i know, thats why want a revival of this mod ! :-)
Pages: 1 ... 14 15 [16] 17 18