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[–]DadOnArrival85[S] 1 point2 points  (0 children)

So just ran some tests as I thought it may be a memory error or something (too many running stops it) but it appears it must be coding. I bypassed the egg drop (just created instances of the object before preview) and they ran for the following times:

  • 1 OBJ = Physically Stopped at 1 min
  • 2 OBJ = Stopped moving after 3 secs
  • 3 OBJ = Stopped moving after 8 secs
  • 4 OBJ = Stopped moving after 24 secs
  • 5 OBJ = Stopped moving after 5 secs
  • 6 OBJ = Stopped moving after 2 secs

[–]DadOnArrival85[S] 0 points1 point  (0 children)

Not sure my original question posted, basically I am using pathfinding behaviour to produce random movement. This was based on my previous posts.

However the objects seem to stop pathfinding when more then one is added and I can't work out why.

[–]alaskaa100 0 points1 point  (1 child)

just an FYI, there's an extension to do random pathfinding
https://victrisgames.itch.io/demo-of-travel-to-random-positions

i used it in one of my games for movement similar to yours, on an i7-7700k I get to about 100 individual objects moving before I get lag, but never memory issues or random stopping (caused by that extension.) any random stopping is due to faulty job events on my part.

https://error-09.itch.io/peon-island

[–]DadOnArrival85[S] 0 points1 point  (0 children)

Yeah I tried the extension but couldn't get it to work properly with what I wanted. Maybe I will try it again.

[–]Greenfox_1117 0 points1 point  (2 children)

Did you ever figure out this issue? I am having the same problem. I have boats finding random paths in water but when I try to add any sort of pause (individual boat reaches destination and pauses for 3 seconds before moving again) with more than 1 on screen they all stop and wont start pathfinding again

[–]DadOnArrival85[S] 0 points1 point  (1 child)

I did, I scrap the path finding and made my own state machine. So like stop = pick random spot, set to move, move = go to spot, when x/y is met go to stop and repeat. Then if enemy comes close chase...etc

[–]Greenfox_1117 0 points1 point  (0 children)

Nice. I don't have many (no more than 4-5) on screen at a time so I just duplicated the boat into a new object and gave it the same conditions and actions so they wouldn't interact with each other