{
"$type": "site.standard.document",
"bskyPostRef": {
"cid": "bafyreicdsvrgr3uxxnf2po3vgyhoqkeuh3j3gz4o2i6yy4u42ikkepjjja",
"uri": "at://did:plc:i7budt2wflrcfy6jtvfocbix/app.bsky.feed.post/3mgdazui2npr2"
},
"path": "/viewtopic.php?p=1278394#p1278394",
"publishedAt": "2026-03-05T16:02:44.000Z",
"site": "https://www.tt-forums.net",
"tags": [
"Selection_253.png",
"Selection_252.png",
"Michiel"
],
"textContent": "Crop Circles?\n\n\n\nA bit of a sneak preview: I'm experimenting with restricting the rail pathfinder to a circular boundary encompassing the start and end points of the search. This mainly helps on maps with obstacles like large bodies of water, where it prevents the pathfinder from endlessly exploring the coastline trying to find a path, which may not exist, or takes too long to find. The circle shape nicely defines \"reasonable\" paths; it's allowed to deviate in the middle but it should leave and arrive from sensible angles. This prevents paths that travel backwards or overshoot the goal and turn back, although it would only do so if that was actually the shortest (or only) option; this change will simply reject such paths. This is fine for my purposes; there's usually plenty of other opportunities on a map, so failing a path because it's ugly or takes too long to find is fine. I prefer finding efficient, clean paths quickly.\n\n\n\nOf course, the circles made of signs are just a debugging aid, they won't be visible in the release version.\n\nSelection_253.png\n\n\n\nSelection_252.png\n\nStatistics: Posted by Michiel — 05 Mar 2026 16:02\n\n* * *",
"title": "OpenTTD AIs and Game Scripts • Re: ChooChoo, a train network AI",
"updatedAt": "2026-03-05T16:02:44.000Z"
}