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ddtaylortoday at 7:14 AM5 repliesview on HN

0ad is a fun game but the last few times I have tried to play it with my friends it lagged very bad once a few units were moving around. I actually was able to get it to play kind of normal by hacking the pathfinding code to give up after a fixed iteration count that was low. It worked kind of, but broke path finding a lot, obviously.

The crux of the issue is that their simulation is single threaded. It's a complicated problem to do both deterministic and multi-threaded, but I feel some of us could help them.


Replies

card_zerotoday at 8:14 AM

Two thousand years ago they'd barely have maps, I don't see why units need pathfinding anyway. In the Age of Empires series it had bizarre effects, like you could steer an enemy army around by building a wall across a forest path, forcing them to take a different path to their target (your base), since they apparently saw the wall with their psychic powers.

Realistically soldiers should head in the right compass direction and hope for the best. But then you (the player) shouldn't have a proper map of your own, either.

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decimalenoughtoday at 7:26 AM

For me the main problem with 0AD multiplayer is that if any player loses their connection even for a moment for any reason, the game either halts completely or forks so that they can't rejoin. Quite frustrating, especially for longer campaigns. It's also impossible to save and restore in multiplayer.

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izacustoday at 7:29 PM

How did games like Age of Empires and StarCraft deal with that tissue on single CPU systems? They were mostly single threaded too and with way less computational power.

x1f604today at 9:30 AM

I feel like the issue is more that their pathing algorithm is very inefficient. Not sure why using multiple cores would solve the problem if the cause of the lag is that their pathing algorithm is cubic time or something

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evolve2ktoday at 12:46 PM

AFAIK one of the reasons they held onto 'alpha' for so long was that this network lag issue for internet based play was a big known and hard to address issue. I'd def be trying again since they've come out of alpha with this release.. a huge deal for a game that is so many years in development.

Also, we've always played the game as in-person LAN, and for the most part the lag has been just fine. Only for really huge end of game final battles with the screen packed with troops did it lag out for us, but being free and all, we'd often gather around one monitor and talk crap at each other while we waited for it to clear up.

Good times.

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