Thread: pathing issues
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Old 03-27-2024, 10:29 PM
Swish Swish is offline
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Originally Posted by bhughes [You must be logged in to view images. Log in or Register.]
The bridge in Mistmoore, you know you could actually check if the server side pathing algorithm gives you a height value that is way out of proportion compared to the previous set of height coordinates and just throw it out as a bad pathing choice!

You know 10, 10, 10, -40, 10, 10, 10, oh that -40 looks completely different from the previous values, perhaps the pathing algorithm has hit a spot in the zone geometry that isn't consistent! Like the dumb bridge in Mistmoore outside of the castle.

Now I know it's tough, going up or down any slope will give a huge range of height coords, 10 20 30 40, it's almost unfair of me to consider the programming aspects of this problem to be a rant! But if you keep a running average, perhaps a bell curve of the last 10 coords and one dips out of the average, well, it might be wrong.

But what if it's big hole between me and the mob? 10 10 -40 -40 -40 -30 -20 0 10 smack. At least there were a few -40's so it averaged out.

What's the worst that could happen if you did throw out one bad calculated height return? Maybe mobs would appear to fly over a gap now and then...

Personally I've only coded one pathing algorithm and it was only 2D, I know, it's tough! It's expensive. But it's also yours! Embrace it like a teddy bear.
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