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[Sub] Pathfinding
#36263
11/17/04 12:34
11/17/04 12:34
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Joined: Nov 2003
Posts: 1,257
Wade_Adams
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This part I of a pathfinding tutorial I am working on. Please indicate suggestion and interest. http://home.comcast.net/~wadams73/Pathfinding1.zip
Optimism is an occupational hazard of programming: feedback is the treament. Kent Beck
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Re: [Sub] Pathfinding
[Re: A.Russell]
#36265
11/18/04 02:26
11/18/04 02:26
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Wade_Adams
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I think it is new to 6.31.x I think. The new instructions are in the update63.txt. and yes the driver part is very important because you can'y edit the paths in WED without changing it. In my experiance the new stuff didn't work at all until I did so for the newbs that aren't going to read the update file I added that to keep from getting ask the question a couple hundred times. I am working on some mode advanced use of the pathfind in terms of a usable AI. That is going to be Part II. I am thinking of some more thoughtful maze alogorthims in PartIII. I trying to bring it up gradually not to loose the newbie that may want to try this too.
Last edited by Wade_Adams; 11/18/04 02:29.
Optimism is an occupational hazard of programming: feedback is the treament. Kent Beck
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Re: [Sub] Pathfinding
[Re: Grimber]
#36270
11/21/04 18:44
11/21/04 18:44
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Joined: Oct 2002
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Locoweed
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Very interesting. I learned quite a bit about the new path commands and it will be interesting to see how far you get with this.
I played around with it a bit and got it so whenever the player got in view it would quit path and also had it go to the farthest visible node on the path first instead of just the closest. But unless you have the paths set up like you do, it won't always take the shortest path, for instance, if you set the nodes up like you would for router pathfinding. Of, course this makes sense, and could probably be made to work.
Anyway, good job. I will keep an eye on this thread.
Loco
Professional A8.30 Spoils of War - East Coast Games
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Re: [Sub] Pathfinding
[Re: Locoweed]
#36271
11/22/04 00:16
11/22/04 00:16
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Joined: Nov 2003
Posts: 1,257
Wade_Adams
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Yes there a all sorts of things with node theory. It is true that you may not get the shortest path with this alogrithim, This can be minimize with carful design of the path. I was wondering if anyone would catch that. The advantage is that it is fast. If you have to compute all of the node between point A and point B every frame for 50 AI characters would kill my computer.
Optimism is an occupational hazard of programming: feedback is the treament. Kent Beck
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