Mysteryy Posted July 15, 2014 Share Posted July 15, 2014 Well with web walking you wouldn't need map data as all the nodes are predefined with their own edges. This would be more of a global pathfinder to construct a path from point A to B using (obviously) the collision flags. What did u mean by "all" mapdata then ? He means force load all tiles on the map, get all collisions, and then use A* to find the shortest path between two points, A and B. This would take way too many resources, and take too long to find long paths. Quote Link to comment Share on other sites More sharing options...
Botre Posted July 15, 2014 Author Share Posted July 15, 2014 (edited) He means force load all tiles on the map, get all collisions, and then use A* to find the shortest path between two points, A and B. This would take way too many resources, and take too long to find long paths. Oh I actually have a method to load all tiles of the loaded region It doesn't take that many resources lel, especially if you cache the map data instead of reloading it every time. It's how most path walking works (not including hard coded paths), I'm actually quite sure OSBot's localWalker works that way, except they don't cache the map data, which is a shame and expensive Edit: replace all path- "walking" with "finding" :p Edited July 15, 2014 by Botrepreneur Quote Link to comment Share on other sites More sharing options...
Mysteryy Posted July 15, 2014 Share Posted July 15, 2014 (edited) Oh I actually have a method to load all tiles of the loaded region It doesn't take that many resources lel, especially if you cache the map data instead of reloading it every time. It's how most path walking works (not including hard coded paths), I'm actually quite sure OSBot's localWalker works that way, except they don't cache the map data, which is a shame and expensive Loading a 50x50 region will obviously take way less ram that loading the 8000x8000 map, or however large the map is. Loading a region would be acceptable, loading the entire map and storing it in the ram, even cached, would hold too much ram. Hence the reason Runescape, and most other tile based games load regions, not the whole map. Edited July 15, 2014 by Mysteryy Quote Link to comment Share on other sites More sharing options...
Botre Posted July 15, 2014 Author Share Posted July 15, 2014 (edited) Loading a 50x50 region will obviously take way less ram that loading the 8000x8000 map, or however large the map is. Loading a region would be acceptable, loading the entire map and storing it in the ram, even cached, would hold too much ram. Hence the reason Runescape, and most other tile based games load regions, not the whole map. Wait, I'm aware you can't pathfind beyond your currently loaded region, well you could if you use a d* style algo I guess. Swizzie told me to get "all" mapdata, I was wondering (and still am) what he meant with that, that's all Edit: lel if you actually thought I even considered collecting collision data for the whole rs map Edited July 15, 2014 by Botrepreneur Quote Link to comment Share on other sites More sharing options...
Mysteryy Posted July 15, 2014 Share Posted July 15, 2014 Edit: lel if you actually thought I even considered collecting collision data for the whole rs map Pretty sure this is exactly what he meant, which is why I said what I said. ^_^ lol Quote Link to comment Share on other sites More sharing options...
Botre Posted July 15, 2014 Author Share Posted July 15, 2014 Pretty sure this is exactly what he meant, which is why I said what I said. lol Well actually, now that I think of it, you wouldn't have to load the pre-written map data for all tiles at once. Could be do-able actually :p Quote Link to comment Share on other sites More sharing options...
Swizzbeat Posted July 15, 2014 Share Posted July 15, 2014 What other data are you talking abouuuuuuuuuuuuuuuuuuuuuuuuut (what am I missing out on ? ) Err the entire map? Quote Link to comment Share on other sites More sharing options...
Realist Posted July 15, 2014 Share Posted July 15, 2014 idk what this means but it looks cool Quote Link to comment Share on other sites More sharing options...
Swizzbeat Posted July 15, 2014 Share Posted July 15, 2014 (edited) He means force load all tiles on the map, get all collisions, and then use A* to find the shortest path between two points, A and B. This would take way too many resources, and take too long to find long paths. No, you can just retrieve cached data from somewhere and use that. It's not resource intensive to find a path if you pre-flag all the nodes. The data you need is already cached on your computer anyway, hence why @PolishCivil could make things like this: I should point out that the above would be used for web walking, and not pathfinding along every single tile based on collision data. Edited July 15, 2014 by Swizzbeat 1 Quote Link to comment Share on other sites More sharing options...
Botre Posted July 15, 2014 Author Share Posted July 15, 2014 No, you can just retrieve cached data from somewhere and use that. It's not resource intensive to find a path if you pre-flag all the nodes. The data you need is already cached on your computer anyway, hence why @PolishCivil could make things like this: I should point out that the above would be used for web walking, and not pathfinding along every single tile based on collision data. mhm me likey haven't actually ever played with the rs cache, looks fun Quote Link to comment Share on other sites More sharing options...
Swizzbeat Posted July 15, 2014 Share Posted July 15, 2014 mhm me likey haven't actually ever played with the rs cache, looks fun http://www.rune-server.org/runescape-development/rs-503-client-server/informative-threads/227122-landscape-files.html Quote Link to comment Share on other sites More sharing options...
Botre Posted July 15, 2014 Author Share Posted July 15, 2014 http://www.rune-server.org/runescape-development/rs-503-client-server/informative-threads/227122-landscape-files.html I was on that exact site literally 10 seconds ago looking for something like this :p Thanks Quote Link to comment Share on other sites More sharing options...