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Re:0 A.D. Release 28: Boiorix by HelloNurse on Monday February 23, 2026 @09:25AM (#47122748)
This is naive pathfinding that adopts the shortcut of perfect information. Good looking pathfinding simulates realistic terrain ignorance (no "psychic powers"), but it is likely to be expensive enough to require other compromises (e.g. updating paths less often).
Re:0 A.D. Release 28: Boiorix by card_zero on Monday February 23, 2026 @10:21AM (#47123452)
You reckon the perfect information version is cheaper than an algorithm that works only on the tiles near to the unit? But this quickly gets too complicated to discuss; there's the confusing matter of precalculation versus live updating.
Re:0 A.D. Release 28: Boiorix by sdwr on Monday February 23, 2026 @10:43AM (#47123788)
The perfect information version calculates the path once on click, the local version needs to recalculate every time the unit moves (and new tiles are "seen")
Re:0 A.D. Release 28: Boiorix by daymanstep on Monday February 23, 2026 @01:59PM (#47126997)
Recalculating the path every game tick is too expensive. What brood war did was to just have units wait for a second when they collide with something before recalculating the path. This resulted in horrendous "traffic jams".

It's also why Brood War players got into the habit of spam-clicking, because the game would recompute paths every time you issued a command, so spam-clicking resulted in smoother movement.