On 2/14/09, Per Inge Mathisen per.mathi...@gmail.com wrote:
On Sat, Feb 14, 2009 at 6:50 AM, bugs buggy buginato...@gmail.com wrote:
As for your issue, I think you are making it much more complex than it
needs to be.
All current maps have the gateway system, and that is what the game
On Sat, Feb 14, 2009 at 9:22 PM, bugs buggy buginato...@gmail.com wrote:
In the patch, you mention FIXME: This is not entirely correct for all
possible maps. What types of maps does it have issues with now?
Currently assuming that we can fly to all locations on the map from
any other location
2009/2/14 Per Inge Mathisen per.mathi...@gmail.com:
On Sat, Feb 14, 2009 at 9:22 PM, bugs buggy buginato...@gmail.com wrote:
In the patch, you mention FIXME: This is not entirely correct for all
possible maps. What types of maps does it have issues with now?
Currently assuming that we can
On 2/8/09, Per Inge Mathisen per.mathi...@gmail.com wrote:
This patch introduces the (currently unused) function bool
fpathCheck(Vector2i, Vector2i) that checks whether a path is
theoretically possible in O(1) time. It does this by doing lookups a
pre-calculated continents table that is
This patch introduces the (currently unused) function bool
fpathCheck(Vector2i, Vector2i) that checks whether a path is
theoretically possible in O(1) time. It does this by doing lookups a
pre-calculated continents table that is created on map load using a
non-recursive flood fill algorithm. It is
Am Sonntag, 8. Februar 2009 21:12:49 schrieb Per Inge Mathisen:
This patch introduces the (currently unused) function bool
fpathCheck(Vector2i, Vector2i) that checks whether a path is
theoretically possible in O(1) time. It does this by doing lookups a
pre-calculated continents table that is
On Sun, Feb 8, 2009 at 9:24 PM, Dennis Schridde devuran...@gmx.net wrote:
Is this a replacement for the zones/gateways? Or something in that direction?
No. But if we ever added an attribute to path finding so that you
could create paths without a nearest fallback, it could be used to
optimize