Hovercraft Pathing Oddities

Hovercraft Pathing Oddities

Discuss your problems with the latest release of the engine here. Problems with games, maps or other utilities belong in their respective forums.

Moderator: Moderators

Post Reply
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Hovercraft Pathing Oddities

Post by REVENGE »

When testing a map with some vertical cliffs, I discovered that hovercraft are able to path up some seemingly vertical sections of terrain.

Image

Image

However, on a different map with similar vertical sections (Higher Grounds v2), I was unable to reproduce the issue.

Any thoughts?
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Hovercraft Pathing Oddities

Post by Kloot »

Slopes need to be a minimum of two heightmap squares wide before the engine can reliably detect them.
User avatar
jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: Hovercraft Pathing Oddities

Post by jK »

Kloot wrote:Slopes need to be a minimum of two heightmap squares wide before the engine can reliably detect them.
I thought I fixed that ages ago
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Hovercraft Pathing Oddities

Post by knorke »

On this map hovers can cross the supersteep cliff between land and water:
http://zero-k.info/Maps/Detail/25394
replay: http://zero-k.info/Battles/Detail/148156 (another is linked in map comments, did not watch it)
That is with 91.0 though.
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Hovercraft Pathing Oddities

Post by hoijui »

i propose this image as the very first thing on the engine dev wiki
Image
the essence
Attachments
springEngineDevelopment.png
(40.46 KiB) Not downloaded yet
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Hovercraft Pathing Oddities

Post by REVENGE »

Nice. :regret:

Thanks guys, shall I file a Mantis report?
User avatar
jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: Hovercraft Pathing Oddities

Post by jK »

@slopemap
https://github.com/spring/spring/blob/d ... p.cpp#L491
-> see I fixed that ages ago. before it just computed the slope for just one square. since a while now it computes all slopes and saves the average one to the slopemap (I also tried a max filter but that broke pathing on many maps for huge tanks)

When slopes aren't detected correctly atm it is not the fault of the slopemap, instead it is either fault of the pathfinder or incorrect updated heightmap rectangles.
Post Reply

Return to “Help & Bugs”