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Re: [Glob2-ideas] non-flat terrain
From: |
Kai Antweiler |
Subject: |
Re: [Glob2-ideas] non-flat terrain |
Date: |
Wed, 23 Jul 2008 00:01:32 +0200 |
> Just compute the cost of a hill to be the average cost of going up and going
> down, since ultimately on average all the units will go up the hills on the
> map approximately as many times as they will go down the hills, when you
> look at the big picture. So the individual costs doesn't matter and they can
> be considered equal because ulimately they will balance out.
I think this would be the way to go.
Given the costs that Steph suggested, it would result in a penalty for
using slopes in pathfinding.
If we use symmetrical costs, our gradient algorithm could stay as it is.
Though hight based speeds would be strategically more relevant.
--
Kai Antweiler
- Re: [Glob2-ideas] non-flat terrain, (continued)
- Re: [Glob2-ideas] non-flat terrain, DusteD, 2008/07/21
- Re: [Glob2-ideas] non-flat terrain, Stéphane Magnenat, 2008/07/21
- Re: [Glob2-ideas] non-flat terrain, Kai Antweiler, 2008/07/21
- Re: [Glob2-ideas] non-flat terrain, Stéphane Magnenat, 2008/07/21
- Re: [Glob2-ideas] non-flat terrain, Kai Antweiler, 2008/07/22
- Re: [Glob2-ideas] non-flat terrain, Stéphane Magnenat, 2008/07/22
- Re: [Glob2-ideas] non-flat terrain, Kai Antweiler, 2008/07/22
- Re: [Glob2-ideas] non-flat terrain, Bradley Arsenault, 2008/07/22
- Re: [Glob2-ideas] non-flat terrain,
Kai Antweiler <=
Re: [Glob2-ideas] non-flat terrain, Fernando, 2008/07/21