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Toovhon
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Posted - 2010.12.21 06:26:00 -
[1]
If you're not going to implement a decent pathfinding AI, could you at least make it so ships never warp right on top of acceleration gates and then spend five minutes fitfully crawling away from it as they try to warp? Yes - I can manually fly away and get lose faster, but this lame pathfinding is the kind of routine you'd see from a 10th grade programming class.
Ship's way is blocked. Try flying away at a slight angle for a couple seconds. Fly forward again. Ship's way is blocked. Try flying away at a slight angle for a couple seconds. Fly forward again. Ship's way is blocked. Try flying away at a slight angle for a couple seconds. Fly forward again. Ship's way is blocked. ... ... ... ARRRRRRGH!!!!!!!!!!!
Why is this braindead routine never replaced with some decent freaking pathfinding AI? Hell, I last programmed in Pascal ten years ago, and I could do better. We may be flying in space, but it's not all empty. -- Frog blast the vent core! |

Adunh Slavy
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Posted - 2010.12.21 08:34:00 -
[2]
A simpler solution would be do away with the collision balls on Accel gates. They serve no purpose other than to annoy.
The Real Space Initiative - V7
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Hirana Yoshida
Behavioral Affront
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Posted - 2010.12.21 10:17:00 -
[3]
Originally by: Adunh Slavy A simpler solution would be do away with the collision balls on Accel gates. They serve no purpose other than to annoy.
They are actually pretty nifty when used as "tackl" against a faster ship. Get him to crash into it (gotta love peoples reliance on orbit command) and you have all the time in the world to burn him.
Sucks when it happens to oneself, but it is very rare and burn straight up or down solves it quite nicely.
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Xercodo
Amarr INESTO Task Force
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Posted - 2010.12.21 10:25:00 -
[4]
11th grade programing didn't even touch path finding let alone go over ways how to do it well or how to do it in 3D 
-------------------------------------------------- The drake is a lie
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Infinity Ziona
Minmatar Cloakers
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Posted - 2010.12.21 11:38:00 -
[5]
Simply reducing the amount of 'friction' against the object its bumping into would help a lot.
--------------------------------------------- Hate Bots / RMT? Do something worthwhile and good for EvE and cause tears and anguish for others, while doing absolutely nothing yourself! Join up. |

Athena Silk
Stimulus Rote Kapelle
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Posted - 2010.12.21 12:25:00 -
[6]
For me, the biggest problem isn't so much the path finding as much as the ridiculous collision boxes for things like the acceleration gates and asteroids. You can be a couple of km away from any solid object, but still run into their collision box, and weird things happen when collision boxes overlap or intersect (in asteroid belts, mostly).
But yes, the pathfinding needs some work. Rather than just bouncing into the object repeatedly, the ships need to be able to move an object when they run into it.
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Toovhon
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Posted - 2010.12.30 13:58:00 -
[7]
And hey, I don't expect pathfinding around an object in the way to be as fast as flying free. Obviously being blocked plays an important role in PvP combat. But at least make ships fly slowly (75% reduction in speed when in contact with an object?) around an object in a semi-intelligent fashion, and for bonus points have objects' collision boxes better reflect their model's size (I understand the later would be a larger undertaking, but you could always tackle it model by model, a few at a time in each point upgrade).
You must have an intern or two you can put to work on this. A better pathfinding routine is hardly ground-breaking code. I know this from my own work, which is why the fantastically bad routine in Eve is so frustrating. -- Frog blast the vent core! |

Idami Raptor
Gallente Section Eight LLC Omega Vector
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Posted - 2010.12.30 14:18:00 -
[8]
The whole collision code is full of related, but less obvious issues.
For starters is that solid objects...aren't. With the right angle, and enough raw speed and power, you can plow your way right through a solid object like a station. The objects don't actually prevent you from entering, they just try to push you away. If you push hard enough, you can overwhelm it enough to get past the halfway point, and then it actually helps push you out the other side! (So far I've only done this in my interceptor) The collision engine goes a bit nuts and you bounce all over the place inside it, but you can get through.
In reality, I don't think there IS any pathfinding, and what's actually happening is that you're violating the object's 'push away' space, and it gives you a tiny nudge that makes it look like the ship changed course for a second. If this is the case, it would explain why activating propulsion modules makes it easier to get around, even without changing course. The extra speed and acceleration increases the distance you get into the object's pushaway zone before it punts you out, allowing the object to impart a greater acceleration, and thus pushing you farther away from the edge of the collision zone than you would get at a lower speed.
In that case, the quick and dirty fix would be to just increase the amount of 'punt' on minor violations of an object's space.
The ultimate fix would be, of course, making the collision boundaries conform to the visual boundaries, enabling players to legitimately plot courses around objects.
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Acac Sunflyier
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Posted - 2011.01.09 05:19:00 -
[9]
I so support this. I can't tell you how many times the pathfinder would not be able to get around an asteroid or even get away from it so I could manually do it. Oh whats best is getting stuck in the groves on an acceleration gate while you fleet members are dieing because they're in need of your help
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Avatoinn
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Posted - 2011.01.09 06:26:00 -
[10]
Originally by: Idami Raptor The whole collision code is full of related, but less obvious issues.
For starters is that solid objects...aren't. With the right angle, and enough raw speed and power, you can plow your way right through a solid object like a station. The objects don't actually prevent you from entering, they just try to push you away. If you push hard enough, you can overwhelm it enough to get past the halfway point, and then it actually helps push you out the other side! (So far I've only done this in my interceptor) The collision engine goes a bit nuts and you bounce all over the place inside it, but you can get through.
In reality, I don't think there IS any pathfinding, and what's actually happening is that you're violating the object's 'push away' space, and it gives you a tiny nudge that makes it look like the ship changed course for a second. If this is the case, it would explain why activating propulsion modules makes it easier to get around, even without changing course. The extra speed and acceleration increases the distance you get into the object's pushaway zone before it punts you out, allowing the object to impart a greater acceleration, and thus pushing you farther away from the edge of the collision zone than you would get at a lower speed.
In that case, the quick and dirty fix would be to just increase the amount of 'punt' on minor violations of an object's space.
The ultimate fix would be, of course, making the collision boundaries conform to the visual boundaries, enabling players to legitimately plot courses around objects.
^^This.
I'm not so much for a pathfinder as for collision boxes actually fitting their objects properly. Thinking I can fly close and safely pass the object then finding myself having collided with the object even though there is a clear space between it and my ship, is very annoying. Forces me to over compensate when flying past a station or whatever in order to tackle that stupid battleship on the other side.
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