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  • I will be posting examples to this thread to help people get started, but feel free to share your own examples as well.

    This first example includes both direct object manipulations as well as classical grid pathfinding. For the grid pathfinding I have put my object side by side with the two other pathfinding objects by z33z and Ross, to serve as reliable benchmarks for the new object. Unfortunately only Ross's object reports time consumed in search (as far as I know) so I couldn't display meaningful statistics yet.

    This example uses Looki's Surface object, so you will need to install that if you don't already have it.

  • Interesting results. Shouldn`t the pathfinding go around obstacles? :)

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  • Crash confirmed. No way to find out what actions are involved. Double click to enter event list crashes to, and also no way to show Event 38 in event list editor. The moment when this line comes in sight is the moment MMF crashes.

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  • Great. I just thought it was a minor update so didn't bother to upload it yet.

    Note that the IPP object should never squeeze a unit through an impossible position, like that pink path in the example image you posted. So if this ever occurs, be sure to report it as a bug.

    See if you can find ways to break the object. There is already one bug report I got for a freeze. If you build something interesting that crashes/freezes (potentially) be sure to save it before testing so you can repeat the test and/or send it to me.

    -Mokhtar M. Khorshid

  • Quote

    Note that the IPP object should never squeeze a unit through an impossible position

    That`s why i have thought, and that`s why i posted the screenshot ;)

    For freezing issues, i would say make sure to give it enough time. I thought more than once that the object is frozen. But it just was still busy. It is currently much slower than the other two objects :)

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  • I don't think the one that squeezes the path was the IPP.

    It is "much" slower because this is a debug version. But I claim that my object will be much faster than the currently existing ones when it's in its final form. For now, here is a release build so you can compare speeds on a leveled ground.

    I've attached a new example that displays the time consumed for the objects that support it (and a build of my extension that reports time).

  • Debug versions... tell me about it. I remember when I forgot that I built a debug version and couldn't find out why my extension is so slow :blush:

    Currently, APF takes 0.7 and yours takes 2.6 for my path... but as you said, it will get much faster in the end. Looking forward to it :)
    What I dislike about APF the most is the fact that it requires .NET 2.0.

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  • Quote from Looki

    Currently, APF takes 0.7 and yours takes 2.6 for my path...


    Can you send me your map where you got these times? I would like to get a sense of what may cause it to be slower on some cases.

    Do you get more or less the same ratio with other paths? And are the paths equivalent (or did one take a shortcut) ?

    -Mokhtar M. Khorshid

  • Quote from Looki

    APF took 9 seconds, IPF only took 2 seconds.


    Yes, that's what I'm getting as well. In almost all of my tests so far IPP was faster, I'm more interested in the cases where IPP was slower than APF. You mentioned you had a path where it took longer, can you still reproduce this?

    Out of curiosity, what are the specs of your PC? You seem to be getting faster times for both objects than myself on this map (even though I'm testing on a high-end machine).

    -Mokhtar M. Khorshid

  • Quote from Looki

    Okay, after testing again, your object is always faster, weird.....except in this case:

    Ah, I see. That's because the APF is sort of cheating in this case :) The path goes diagonally through an impossible squeeze. If you pad the walls making them thicker it won't do that and will be slower.

    Quote from Looki

    Windows 7 64 bit, 4 GB ram, Intel i5 4x2.67ghz


    Thanks. I guess it's that i5 that's making it faster in your case. My object is single-threaded so it runs faster on fewer cores at higher clocks.

    -Mokhtar M. Khorshid

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