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878020 Posts in 32900 Topics- by 24324 Members - Latest Member: Fi_designer

May 21, 2013, 02:42:01 AM
TIGSource ForumsDeveloperFeedbackDevLogsPhantom Island
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Author Topic: Phantom Island  (Read 7302 times)
wg/funstorm
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« Reply #75 on: June 12, 2012, 10:10:55 PM »

Cool! Just out of curiosity, how many entries does your lookup table have? I think I counnt 51 areas... so 2601?
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DrDerekDoctors
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« Reply #76 on: June 12, 2012, 11:11:36 PM »

Ta' sabajt and Ishi. Smiley

And yup, you're correct, funstorm. And in this specific case, 10k is a small price to pay for instantaneous macro-level pathfinding, I think.

The only issue is with changes to larger/more complex rooms, where I'll possibly have to regenerate the table over the course of a few frames in order not to hit the framerate, but the pathfinding data is double-buffered so it can do that in the background and then just swap it in. I'll probably make some deliberately complicated room designs in a while to see what kinda' area count it leads to.

The only thing I don't like about this system is that because you can't predict how big the look-up table is gonna' be, you have to allocate it every time which isn't so good for memory fragmentation, but I'm probably being over-cautious, tbh.
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology.
http://pigignorant.com/
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