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Editing 40d Talk:Traffic
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::Going to remove it from the main page then, as I've never experienced trampling of things in stockpiles either. -[[User:twincannon|twincannon]] | ::Going to remove it from the main page then, as I've never experienced trampling of things in stockpiles either. -[[User:twincannon|twincannon]] | ||
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== Effect on FPS == | == Effect on FPS == | ||
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: I'm conducting some experiments along this line now. If I understand A-star correctly, you can greatly reduce the search space by creating freeways through cavernous rooms. In this case a "freeway" is a high-traffic path between two points, bounded by two low-traffic virtual walls. As long as the freeway closely approximates the shortest distance between those points, the algorithm will take your designations as "good advice" and not search very far outside the path. If you think of high-traffic areas as low-friction valleys, and low-traffic and restricted areas as hills and cliffs respectively, you're essentially channeling the dwarves like water. Some may splash over the edges, but generally it'll stay in the ditch you've dug for it. --[[User:Jurph|Jurph]] 18:48, 8 April 2009 (UTC) | : I'm conducting some experiments along this line now. If I understand A-star correctly, you can greatly reduce the search space by creating freeways through cavernous rooms. In this case a "freeway" is a high-traffic path between two points, bounded by two low-traffic virtual walls. As long as the freeway closely approximates the shortest distance between those points, the algorithm will take your designations as "good advice" and not search very far outside the path. If you think of high-traffic areas as low-friction valleys, and low-traffic and restricted areas as hills and cliffs respectively, you're essentially channeling the dwarves like water. Some may splash over the edges, but generally it'll stay in the ditch you've dug for it. --[[User:Jurph|Jurph]] 18:48, 8 April 2009 (UTC) | ||
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== Jobs & pathfinding == | == Jobs & pathfinding == | ||
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I just read in this thread: http://www.bay12games.com/forum/index.php?topic=22626.0 that animals will use some kind of inverse-priority for traffic designations - preferring restricted zones, and avoiding high-traffic. This should be confirmed and added as a note to the article, if true. --[[User:Raumkraut|Raumkraut]] 16:13, 9 August 2008 (EDT) | I just read in this thread: http://www.bay12games.com/forum/index.php?topic=22626.0 that animals will use some kind of inverse-priority for traffic designations - preferring restricted zones, and avoiding high-traffic. This should be confirmed and added as a note to the article, if true. --[[User:Raumkraut|Raumkraut]] 16:13, 9 August 2008 (EDT) | ||
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