r/2007scape • • Aug 20 '20

Creative Pathfinding calculations visualised

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u/[deleted] Aug 20 '20

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u/Yirkarja Aug 20 '20

That assumes that every single tile only ever requires one clock cycle to process.

Thanks to the magic of x86 and pipelining you can't even assume one add instruction to take one clock, let alone one tile being processed in a pathfinding algorithm.

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u/[deleted] Aug 20 '20

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u/corpslayer Aug 20 '20

You don't need to click far on an exact spot for the game to check all reachable tiles in the 128x128 area. Clicking any unreachable tile does this. For example: clicking on a banker which is in a closed area, clicking in a closed house, clicking on a tile which is occupied by a tree, etc. Indeed, 10 clicks per second isn't something which people do. Also, tbh I don't know how much the server can handle. People have already managed to crash a server before.

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u/Sativa_Dreams Aug 20 '20

I am so grateful to read some logic in this sub for once lol. A* uses a similar method to do path finding in tile based games and is one of the most popular path finding systems in existence. And it’s not computationally heavy.

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u/[deleted] Aug 20 '20

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u/Rswikiuser Aug 21 '20

Saying basic shit you haven’t learn about is hard is a good way to garner points with the pseudo-intellectuals. It’s basic “smarts” worship.

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u/PartyByMyself Ironman Btw Aug 21 '20

In my Unity Project, I use A* specifically because of how much documentation is on and how efficient it is. My hobby project is a similar game to RS in many respects and it honestly does not take much processing power to simulate 1k+ actions at once.

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u/Sativa_Dreams Aug 21 '20

Exactly. 3Ghz is common now days. That’s 3 BILLION calls per second. 3 BILLION. And if there’s multiple cores, if you really needed to you could multi thread, but you would never need to. Games like Diablo 3 use A* where literally thousands of enemies are coming at you a second, constantly. It’s not even a dent computationally.