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Re: [Sub] Pathfinding
[Re: William]
#36273
11/28/04 12:57
11/28/04 12:57
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Wade_Adams
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Thanks, still a work in progress. Let me know what you think. The holiday has put a kink in my time table. Hopefully I will get something new up soon...
I would have thought there would be more interest than there has been. Maybe when it is done.
Optimism is an occupational hazard of programming: feedback is the treament. Kent Beck
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Re: [Sub] Pathfinding
[Re: A.Russell]
#36279
12/27/04 01:05
12/27/04 01:05
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Wade_Adams
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I have been a bit distracted with other stuff recently. Also the algorithm I was using in part II doesn't work for complicated paths. One could alway break out Dijkstra's Algorithm, but it seems a bit too terminator like. I want something a bit more fuzzy. Honestly with work I haven't had much of a chance other that to see that something a bit more complicated in order.
Optimism is an occupational hazard of programming: feedback is the treament. Kent Beck
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Re: [Sub] Pathfinding
[Re: Wade_Adams]
#36280
12/27/04 23:46
12/27/04 23:46
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A.Russell
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What is "Dijkstra's Algorithm"? I was under the impression a simple A* was what most people went with.
Edit> I just checked it out on the internet. I'd go with A*, it is a little more efficient and flexible. A pain to write in c-script though (you'll have to use single dimension arrays to store all that data). Perhaps you could do that side of it in the SDK and include it as a plugin with the tutorial? Dijkstra's Algorithm doesn't appear to be much less data intensive.
Last edited by A.Russell; 12/28/04 00:17.
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Re: [Sub] Pathfinding
[Re: Rhuarc]
#36282
12/28/04 03:02
12/28/04 03:02
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Wade_Adams
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I may just do that and add a fudge factor to force AI to not take the optimal path.
Optimism is an occupational hazard of programming: feedback is the treament. Kent Beck
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