Thread: A* pathfinding

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  1. #51  
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    Quote Originally Posted by Stuart View Post
    by cache I meant a lookup table for each node which has already been visited storing the next best node to move to. Jagex are capable of doing this task, they did post hardware specs a while ago they was nothing but mediocre dell servers, however I am not saying still that this is right way to do it.
    How would you know in which direction you need to move without calculating the entire path?

    Quote Originally Posted by Stuart View Post
    I can see where you're coming from to save CPU time and maybe a mix of both would result in the best result ie a fallback to server if the path cannot be verified. I'm going to continue messing around with different ideas and improvements.
    If the path can't be verified, then the player is using a cheat client and tbh I would just drop the packet and do nothing.. Do let me know if you get the speed improved though.
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    phuckrunescape is fairly correct here. Client-sided calculation for pathfinding is optimal, I doubt any of the significant portion of the code testing is done on the server. Everyone is on the same revision, everyone's maps look the same and I'd dare say everyone's map data is accessible by client, there is no maphacking to defend against, only no-clipping. I'd also agree that tile-checks through the server are probably a method but I would like to know the communication being done here when you do hit several tiles and have to recalculate, unless of course the tiles are being sent across before-calculation... in fact that is probably a good guess.

    Again, we're on RuneServer, we could argue about this all day. phuckrunescape brings up valid points though.
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  3. #53  
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    Quote Originally Posted by Inside Sin View Post
    phuckrunescape is fairly correct here. Client-sided calculation for pathfinding is optimal, I doubt any of the significant portion of the code testing is done on the server. Everyone is on the same revision, everyone's maps look the same and I'd dare say everyone's map data is accessible by client, there is no maphacking to defend against, only no-clipping. I'd also agree that tile-checks through the server are probably a method but I would like to know the communication being done here when you do hit several tiles and have to recalculate, unless of course the tiles are being sent across before-calculation... in fact that is probably a good guess.

    Again, we're on RuneServer, we could argue about this all day. phuckrunescape brings up valid points though.
    My system receives the entire walking queue in the un-edited walking packet, then only checks one tile per cycle, when you're walking to it. So for example if you tried to noclip through a wall, your queue wouldn't be canceled until you actually reached the wall. As far as I can tell, this is the optimal way of doing it. There is never a need to recalculate anything, because my server loads the maps directly from the cache files. So if it DID need to recalculate, it would just mean someone is noclipping, in which case i just stop them from no clipping. lol

    Also I attribute the speed of my system to Killer99, as it's his bit shifting tricks and seamless Map Def system that allowed me to make such an elegant system.
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  4. #54  
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    idk who Killer99 is but good work.
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    Quote Originally Posted by Inside Sin View Post
    idk who Killer99 is but good work.
    He made the slashscape client, with the circular loading bar, first one to have 500 data on 317, etc
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    Quote Originally Posted by phuckrunescape View Post
    As you can see in my walking system, array access and bitshifts are nothing compared to the intensity of A*..
    don't understand this comment, the two are completely independent things. my own implementation of A* uses both accessing of arrays and bitshifts...

    edit: oh ur that idiot Colby bye.

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  8. #57  
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    Why is anyone using an array anyway. My C# A* implementation uses a combination of Linked Lists and Lists. There's no need to use an array as the data structure for path finding.
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    Quote Originally Posted by Inside Sin View Post
    Why is anyone using an array anyway. My C# A* implementation uses a combination of Linked Lists and Lists. There's no need to use an array as the data structure for path finding.
    two dimensional array of tile traversal flags. so you can get a coordinates traversal flag by just going tiles[x][y]. there's no "need" to use any specific data structure.


    relevant:

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    Quote Originally Posted by phuckrunescape View Post
    first one to have 500 data on 317
    er no pali was the first with that

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    Quote Originally Posted by Scu11 View Post
    two dimensional array of tile traversal flags. so you can get a coordinates traversal flag by just going tiles[x][y]. there's no "need" to use any specific data structure.


    relevant:



    er no pali was the first with that
    LinkedList isn't required. Use a list over array whenever possible.

    there's no "need" to use any specific data structure.
    Actually generally speaking there is a large need. Not here, no, but in order to better your understanding it's important to ask the question on how much faster I can do it. I haven't looked into the matter of what you or the other guy is using but I strongly agree with using Lists in this area of theory.
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    Quote Originally Posted by Inside Sin View Post
    Use a list over array whenever possible
    what, why...?

    Quote Originally Posted by Inside Sin View Post
    Actually generally speaking there is a large need. Not here, no, but in order to better your understanding it's important to ask the question on how much faster I can do it. I haven't looked into the matter of what you or the other guy is using but I strongly agree with using Lists in this area of theory.
    you can't do it faster with a list than an array lol, array lookup is O(1), there's nothing faster than that. there's no searching or insertion involved (other than population which should be done at server startup).

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