Jonas Jelten

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here you go: https://doc.qt.io/qtforpython/tutorials/basictutorial/qml.html https://doc.qt.io/qtforpython/tutorials/qmlapp/qmlapplication.html

Okay :) > you still need to integrate python for a lot of the heavy lifting and functionality Yes indeed, and that's why i thought that my proposal would still...

That makes sense, separating logical components is generally a useful constraint to keep in mind, I would say. But the drawback is possible unneeded overengineering, so the golden path is...

I'll start with a few: The ones **with a checkmark** are more or less implemented for the old engine architecture. All need a proper reimplementation for the integration into #740....

Never heard of it, but it [looks cool](https://www.gnu.org/software/liquidwar6/) and has probably nice inspiration for some areas.

The thing most complained about by aoe2 players i think is pathfinding bugs and especially blockages. So i guess we can try doing something awesome and wait for feedback. Imagine...

http://www.gameaipro.com/GameAIPro/GameAIPro_Chapter23_Crowd_Pathfinding_and_Steering_Using_Flow_Field_Tiles.pdf This is more or less the implementation design I was trying to come up with, but with awesome portals between the chunks. It's probably what we want! The portal-navigation...

(this post is subject to change because of adding new ideas or detecting problems) So in a simplified explanation: - We wanna have flow field pathfinding, but in gigantic areas...

https://web.archive.org/web/20200414093657/https://www.blog.drewcutchins.com/blog/2018-8-16-flocking (Updated link with web-archived one)

Thanks for the links and ideas :) The concrete plan for our pathfinding is definitely not cut in stone. We have all options and I'd go for a extensible, step-by-step...