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Improve pathfinding #275
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Improve pathfinding #275
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Thanks! Though, I'd recommend splitting up the changes that you're planning into more PRs to make for cleaner diffs and to make them easier for me to review. Also, fyi, I've been holding off on making large updates to the pathfinder until there's a realistic benchmark for it. Azalea's pathfinder is several times faster than Baritone in some cases and I'd kind of like to keep it that way. :3 This is why pathfinding through water isn't implemented yet -- it's fairly easy to implement with custom moves but I think doing it without hurting performance might be hard, and I'd like to have an easy way to check that. There are a couple benchmarks for the pathfinder, and they are useful for checking some types of changes, but they're not realistic. I think a good way to add a realistic benchmark would be by copying a region file (or a few) from a Minecraft world into Azalea's benches directory, and having a benchmark that parses that region file into Azalea's in-memory world representation and calculates a path over it. |
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Ok |
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I think litematic is more good becas you can use only special regions and not import all anvil regions which is ver big 💀 idk how it knows what performance was improved maybe i randomly run 2 times and forgot |
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Tiny is tiny parkour map, getting over it its map where you need climb on big mountain and labyrinth its just labyrinth |
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Will be cool make func what predicts capacity of call_successor_fn vec: let mut edges = Vec::with_capacity(16);Capacity 16 is no good. If i make 32 getting over it alredy go to 32% performance boost. |
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Where are you? |
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Hi, I'm sorry, I'm currently pretty overwhelmed and do not have time to review this (also why I haven't made any substantial commits to Azalea in a few weeks). I'll review this when I have time. |
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oka |
This pr adds advanced parkour system, where bot can jump in all directions