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Pathfinding For workshop All maps!

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Wait, workshop has pathfinding finally? YUP! thats the goal anyways, i hope this inspires a new wave of developers to make PvE missions and anything they can use it for. I have provided the source code on the link below in github, though for accessability, i plan to have a version of the pathfinding in a in-game gamemode code as well, in the list below. hopefully the list is complete soon!

featuring deltins tooling

Complete list

Whats all the new features planned?

step 1 get maps in a 5 digit code: DONE!

Now onto step 2, compression. the current uncompressed gamemodes take thousands of elements just for data, plus the original ~1600 for the base tool. with compression, it takes maybe 100 elements for data plus the ~1600 base. this allows for modes that are multi map to be possible to include pathfinding.

precomputed is step 3, this solves processesing power, which matters if your gamemode has a lot of custom abilities and lots of workshop events.

then lastly is the stretch goal. is to design a hierarchy based system, that can enable better pathing so they dont look like they are on rails as much.

Oh, and also a stretch goal is to get the flashpoint maps done! though, they are very demanding resource wise, id probably only run them with precomputed.

Map name configuration Game Code
Antarctic peninsula Uncompressed+base NT16K
Ayutthaya Uncompressed+base TETQT
Black forest Uncompressed+base N6J4Q
Blizzard world Uncompressed+base 9YGVV
Busan Uncompressed+base JEFXS
Castillo Uncompressed+base 2EAF4
Chateau Guillard Uncompressed+base QHA7Q
Circuit Royal Uncompressed+base WFE3M
Colosseo Uncompressed+base X8E2V
Dorado Uncompressed+base T6TE2
Ecopoint: Antarctica Uncompressed+base DFQ2R
Eichenwalde Uncompressed+base 5VTYV
Esperanca Uncompressed+base J3NP5
Hanamura Uncompressed+base NT4G5
Hanaoka Uncompressed+base H3CH7
Havana Uncompressed+base WGZB0
Hollywood Uncompressed+base 4XFN6
Horizon Lunar Colony Uncompressed+base A5QRZ
Junkertown Uncompressed+base AYBCN
Kanezaka Uncompressed+base 6ZT5H
Kingsrow Uncompressed+base 8BN7X
Lijang Tower Uncompressed+base K9YVK
Malevento Uncompressed+base MMPNJ
Midtown Uncompressed+base 0PGT8
Necropolis Uncompressed+base RBMVX
Neon Junction Uncompressed+base T1MMN
New Queen Street Uncompressed+base 5X47Q
Numbani Uncompressed+base 81X9E
Oasis Uncompressed+base WM826
Paraisio Uncompressed+base 6N1HK
Paris Uncompressed+base P243C
Practice Range Uncompressed+base CKMER
Petra Uncompressed+base P4SZ4
Rialto Uncompressed+base CY89E
Route 66 Uncompressed+base X1VZF
Runasapi Uncompressed+base X7YFV
Samoa Uncompressed+base TSR0R
Shambali Monastery Uncompressed+base 0NCJG
Temple Of Anubis Uncompressed+base T3ZRS
Throne Of Anubis Uncompressed+base 6ZKJS
Volskaya Industries Uncompressed+base 4YYCD
Watchpoint: Gibraltar Uncompressed+base 64T5S0
All maps compressed+base N/A
All maps compressed+precomputed + base N/A
all maps (stretchgoal) hierarchy N/A

Developer Notes

In map samoa, its much more dense of a map, so it requires each zone to be made into its own rule due to workshop limits. this should be less of an issue when compressed. since the real limit is the "rule size limit"


Sources

This post utilizes other codes either in part or in full. This could be because they remixed them, used parts of them, were inspired by them, or other reasons.

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