Player pathfinding

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Player pathfinding

Postby Axehilt » Sat Oct 03, 2009 1:33 am

Animals pathfind around things. This is great.

Any chance we could re-use the same pathfinding for our characters?
  • Right-click a container, your character doesn't get stuck on the other container in front of it.
  • Left-click anywhere, walk to that point (automatically pathing around obstacles)
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Re: Player pathfinding

Postby sabinati » Sat Oct 03, 2009 1:55 am

yeah i've thought this myself. kind of sucks auto-following an animal and the animal zigzags around an obstacle and you get stuck on it.
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Re: Player pathfinding

Postby dasneik » Sat Oct 03, 2009 2:02 am

Also, animal stamina. I don't mind if bears would have 100x as much stamina as humans, though.
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Re: Player pathfinding

Postby warrri » Sat Oct 03, 2009 2:51 am

I can live with clicking pixel by pixel where to go, pathfinding is complex to program and takes a asston of cpu usage, which would make the server lag even more if many people click at once i guess.

Id really rather have new gadgets, new recipes, new resources, new graphics not new systems for now.
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Re: Player pathfinding

Postby Peter » Sat Oct 03, 2009 3:06 am

I think that once it got implemented, PC pathfinding would be one of those things that we'd wonder how we lived without.
Surprise.
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Re: Player pathfinding

Postby Axehilt » Sat Oct 03, 2009 3:45 am

warrri wrote:pathfinding is complex to program and takes a asston of cpu usage,


The fact that pathfinding is already in the game is why I made this suggestion: the footwork is already done, and the more places the game can take advantage of coding that's already been done, the better.

Your latter statement would be the bigger reason this idea might not be worth implementing. H&H already seems plagued by some pretty serious performance issues on the server side of things, so if this would make things worse I think that would be sufficient reason not to implement it.
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Re: Player pathfinding

Postby jorb » Sat Oct 03, 2009 7:42 am

I agree wholeheartedly, please nag on loftar until this is fixed.
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Re: Player pathfinding

Postby Pacho » Sat Oct 03, 2009 7:45 am

What if the pathfinding is done on the client side, but the server just does its regular collision checks?
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Re: Player pathfinding

Postby theTrav » Sat Oct 03, 2009 8:08 am

Pacho wrote:What if the pathfinding is done on the client side, but the server just does its regular collision checks?

Agreed, it's on my list
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