View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002009 | AI War 1 / Classic | Suggestion - Interface Ideas - Unit Selection, Management, and Orders | Dec 11, 2010 6:55 pm | Dec 11, 2010 8:44 pm | |
Reporter | Suzera | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.049 | ||||
Summary | 0002009: High numbers of ships do not initially move one-per-spot in formation | ||||
Description | They overlap and then destack. I was building a ton of ships with more more more and omegas to see how much firepower things had, and I noticed they would keep moving apart from each other as if they were colliding. It turns out that during/after moving, many of them will try to occupy the same positions as other ships, then they'll start all falling out from collisions. They'll keep doing it too every time they are moved. Seems fine up to about 1500-1800 ships, then it starts breaking down and multiple ships occupy the same positions in the radial lines/rings/whatever you're doing. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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They collide for a very long time sometimes too because they'll recollide with other ships now and then. |
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After building some more, it looks like they may not be line splitting soon enough. It looks like roughly the correct amount may be in each radius increment, but after a couple dozen ship radii out it breaks down. Fleet ships only in this at the moment. |
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It's actually using a rolling index into an array of 4000 pre-computed points on expanding concentric circles. It uses the same thing for when you exit from a wormhole or a transport, etc. It used to be that all these things would try to pack all the ships onto the _one_ point and then collide out from there so this really isn't a bug, just an inefficiency. But I don't see any particular harm in expanding the array to 8000 so I've done that for 4.050. Based on what you're saying it's only able to use about half the points for some reason; perhaps there are duplicates (I used to tell it to cull duplicates, but since that's O(n^2) it was slowing down game initialization). Anyway, we'll see how it goes, thanks for investigating :) |
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It seems to be breaking down well before 4000 though for some reason. |
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The remainder of my comment should explain that :) |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 11, 2010 6:55 pm | Suzera | New Issue | |
Dec 11, 2010 7:18 pm | Suzera | Note Added: 0005994 | |
Dec 11, 2010 7:21 pm | Suzera | Note Added: 0005995 | |
Dec 11, 2010 8:06 pm | keith.lamothe | Note Added: 0006002 | |
Dec 11, 2010 8:06 pm | keith.lamothe | Status | new => resolved |
Dec 11, 2010 8:06 pm | keith.lamothe | Resolution | open => fixed |
Dec 11, 2010 8:06 pm | keith.lamothe | Assigned To | => keith.lamothe |
Dec 11, 2010 8:44 pm | Suzera | Note Added: 0006022 | |
Dec 11, 2010 8:44 pm | keith.lamothe | Note Added: 0006023 |