Since Productive is not considered an official task, it's been stalled for a while. Took a few hours today to try to un-stall it. Mostly trying to optimize the AStar algorithm. Sped it up to the point where a moderately sized world (96x96) takes about .6s to compute an AStar path. That's still way too slow, but on the sizes we're likely to see any time soon it's probably acceptable.
Of course, after I wired up the code to make it actually follow the paths, the AStar algorithm seemed to go nuts. Likely the code that's figuring out multiple-cell jumps and "highways through our units", it was added after the AStar algorithm speedups.
Can't keep working on it now, though.
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