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Pre-processing - Parallelising - Stronger algorithms - Local approaches - Structured data - Relaxed requirements. Here are some general approaches to improving the speed of computational tasks that might be applied to your problem. In the monster case I'd probably just make the monster stop chasing, and in the pet case maybe the pet could randomly appear a while later (calculated by overland map distance?)
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I wouldn't suggest path finding as a solution to either of those problems. Or "How should the player's pet react to the player teleporting far away?" When the player teleports so far away that the monster can't see our detect him, what should the monster do?" Something like "A monster chases the player.
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Preferably phrased in game world terms, and not as a technical question. (And ironically you also kind of assume that you can't, because of performance issues).Ī better question would something closer to the real problem or need. The question assumes that we need to use path finding. "How do I path find." does not explain what goal we are really trying to achieve, or what the actual problem is that needs solving. Almost always the original "naive" question or requirement is not the real problem, but rather a sort of half attempted or assumed solution. One of the most important steps of problem solving is identifying the correct problem.
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The question you're asking is how to use path finding in a situation where path finding is not a good solution. I think you're trying to solve the wrong problem. In particular, it understands that to path to a far-away district you only need to path to the nearest district that is "on the way" to the far-away one - and that the distance to the other edge of a given (square) district is somewhere between the length of one side, and twice that. Mitigation measures are a number of profiled-effective trivial reductions and distance bounding heuristics. For my test game, that is 5x5 50x50 districts total number of map cells is somewhere between 125,000 and 187,500. Rogue Survivor Revived's living ais are capable of pathfinding anywhere in the world (they just have to know they want to go there - say, tip off by police radio). Just mock them up reasonably (maybe a vast expanse of walkable grass/pavement would do.don't bother with those fences and walls). Sections that haven't been generated yet, don't need to be generated. Ah.as a thought experiment it's unreasonable (the fact there's a problem suggests you simply shouldn't implement that kind of teleport).