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Pathfinder/Roomload
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<blockquote data-quote="Damien" data-source="post: 480359" data-attributes="member: 72299"><p>Define "quick pathfinder", a quick pathfinder would be one that has no logic attached to it, which I doubt you'd want. I think the biggest issue with current A* pathfinders is most of them currently recalculate the path on step in case of new obstructions. This could be where you start with your optimizations. </p><p></p><p>Instant room load is achieved by only loading a room once, and when the users changes room, rather then unloading the room and loading the new one you unload the items and users and load in the ones for the new room. This also means all your rooms need to be the same size, since you can't change the room size without unload and reloading the room.</p></blockquote><p></p>
[QUOTE="Damien, post: 480359, member: 72299"] Define "quick pathfinder", a quick pathfinder would be one that has no logic attached to it, which I doubt you'd want. I think the biggest issue with current A* pathfinders is most of them currently recalculate the path on step in case of new obstructions. This could be where you start with your optimizations. Instant room load is achieved by only loading a room once, and when the users changes room, rather then unloading the room and loading the new one you unload the items and users and load in the ones for the new room. This also means all your rooms need to be the same size, since you can't change the room size without unload and reloading the room. [/QUOTE]
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