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Two changes to the vertex pathfinder that should generally improve performance: - Sort unaligned edges by distance like we did aligned edges. This isn't very scientific, but the idea is generally sound, and empirically it seems to do OK. - Relax the optimality by using a weighted heuristic, with weight 4/3 or 5/3 depending on the number of obstacles around. In the worst cases, A* will return paths that are this many times less optimal, but search should be faster in general (and sometimes much faster). Both of these optimisations might increase the constant-cost slightly, but should decrease the worst-case runtimes. Differential Revision: https://code.wildfiregames.com/D5034 This was SVN commit r27724. |
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| .. | ||
| collada | ||
| graphics | ||
| gui | ||
| i18n | ||
| lib | ||
| lobby | ||
| maths | ||
| mocks | ||
| network | ||
| pch | ||
| ps | ||
| renderer | ||
| rlinterface | ||
| scriptinterface | ||
| simulation2 | ||
| soundmanager | ||
| third_party | ||
| tools | ||
| main.cpp | ||
| test_setup.cpp | ||