Time |
Nick |
Message |
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19:41 |
Krock |
Wuzzy: https://github.com/minetest/minetest/pull/9339#issuecomment-593357498 |
19:41 |
Krock |
that's because they have to be const refs |
19:41 |
Krock |
i.e. for (const v3s16 &direction : directions) |
19:41 |
Wuzzy |
oh crap |
19:42 |
Krock |
s/oh crap/til/ |
19:43 |
Wuzzy |
yet i somehow managed to snatch an approval... ? |
19:47 |
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19:55 |
Wuzzy |
Krock: ok its actually intentional that direction is changable |
19:55 |
Wuzzy |
cuz I do "direction.Y = cost.y_change" later |
19:55 |
sfan5 |
pushing http://sprunge.us/ghmpNB?diff in 10 minutes |
19:56 |
Krock |
in this case it cannot be const |
19:56 |
sfan5 |
hm actually I'm gonna reword my commit message |
19:57 |
Krock |
okay, you ninja'd me on that one |
19:57 |
sfan5 |
the isGone() change with SAOs really exposed some messy things |
19:58 |
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20:02 |
Krock |
hmmm. If the path finder destination is unreachable it takes 20ms. that's quite a lot |
20:02 |
Krock |
but at least it works |
20:05 |
Wuzzy |
yeah, this PR will not be the last pathfinder PR... |
20:05 |
Wuzzy |
this is just the beginning |
20:05 |
Wuzzy |
Krock: did you use A*, A*_noprefetch or Dijktra? |
20:06 |
Wuzzy |
Dijkstra is very slow (note I didn't touch it) |
20:07 |
Krock |
A*_noprefetch |
20:08 |
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20:09 |
Krock |
1s for Dijkstra |
20:09 |
Wuzzy |
unsurprisingly |
20:11 |
sfan5 |
future idea: create a copy the affected map area, run the pathfinder in a separate thread (or multiple, worker-style) and let the mod retrieve the result when it's done |
20:15 |
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20:17 |
Krock |
async pathfinder requests. like the HTTP API |
20:18 |
sfan5 |
Krock: does #9455 look okay to you? |
20:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/9455 -- Two fixes by sfan5 |
20:18 |
Krock |
Yes. |
20:19 |
sfan5 |
thanks |
20:21 |
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20:26 |
Krock |
sfan5: #9454 |
20:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/9454 -- minetest.get_connected_players() returns recently disconnected players. |
20:26 |
sfan5 |
ah yea |
20:26 |
sfan5 |
just saw |
20:33 |
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21:11 |
rubenwardy |
async pathfinder is eugh |
21:11 |
rubenwardy |
for smaller distances, it would be unnecessary overhead |
21:11 |
rubenwardy |
for larger distances, maintaining a graph could be a good idea |
21:13 |
rubenwardy |
I forget the name of the algorithms, but there are techniques for maintaining graphs for large distance pathfinding, where the graphs indicate connections and weightings |
21:14 |
rubenwardy |
I guess it may not be so appropriate for a game with a lot of map changes and complexity |
21:16 |
sfan5 |
I think having some overhead is much better than locking up the server for 100ms because 10 mobs wanted to find some paths |
21:16 |
rubenwardy |
ah, HPA* |
21:23 |
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23:06 |
BorgVader |
hello |
23:52 |
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