ekzarh wrote:Sorry then =)
But they seem a lil' bit related to me.
If some pathfinding would be implemented char with not much effort can get the next behavior:
1) stop at further distance at higher speed
2)see that it has not reached the destination
3) see that one more piece path is not actually blocked
4) try to to finish the movement with lower speed and smaller collision distance.
I've seen such behavior in AAA 3D games, they also are a bit annoying but also give some sence of immersion when character does not stop near the wall in an instant. IRL nobody would smash into the wall or other obstacle but decelerate(sometimes urgently) to come close to it, so yeah, somehow speed _does_ affect human being 'collision test'
The server-side pathfinding will consume
a lot of resources. The proper calculation of the best path can take up to 300 msec even for the single character. Of course there are a lot of optimisation can be done, but anyway this will cost too much even for 500 players.
In the "AAA 3D games" the pathfinding is usually done on the client side, but you should also understand that they usually has static world (no teraforming or object moving), this allows to use some optimisations like pre-built nav-meshes. This solutions will not fit our case because in H&H world is too dynamic
Of course there are some things that loftar can do to allow the creation of the proper client-side pathfinding, and the "do not stuck in corners" is one of them