RTS devlog #9: Extreme pathfinding

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  • Great work and insight to the complications and performance benefit of workers in C3. In my C3 plug-in 3DObject, I am also spawning a number of workers to do heavy work (like vertex and skin animations). I also looked at the shared-array buffer route for communicating between runtime and workers, but as you noted, discovered the restrictions (and preview would not work). I found I would have to export and use a local webserver w/ the appropriate restrictions, but that was cumbersome. Also it would restrict any final game webserver in terms of other server accesses (e.g. for CDN or database.) I did use ArrayBuffers though (transferables) as a way to quickly exchange large amounts of data between workers and that has been useful. It is a one way transfer, but perhaps with appropriate meta data along with the paths, other pathfinding workers could determine how to incorporate other pathfinding workers paths into its local map. Looking forward to the pathfinding updates.