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Re: [Sub] Pathfinding [Re: William] #36273
11/28/04 12:57
11/28/04 12:57
Joined: Nov 2003
Posts: 1,257
Wade_Adams Offline OP
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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
Re: [Sub] Pathfinding [Re: Wade_Adams] #36274
11/28/04 15:06
11/28/04 15:06
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A.Russell Offline
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I think you'llfind there is more interest in this than your number of replies on this thread suggests. I, for one, am looking forward to it.

Re: [Sub] Pathfinding [Re: A.Russell] #36275
11/28/04 15:20
11/28/04 15:20
Joined: Oct 2002
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Oz
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Locoweed Offline
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I am anxiously awaiting Part III.


Professional A8.30
Spoils of War - East Coast Games
Re: [Sub] Pathfinding [Re: Locoweed] #36276
11/28/04 15:42
11/28/04 15:42
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Grimber Offline
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Im definatly reading it so far. put part 1 and 2 on my site this week ( just have to add teh links is all.)

Re: [Sub] Pathfinding [Re: Wade_Adams] #36277
11/30/04 00:55
11/30/04 00:55
Joined: Jan 2004
Posts: 585
Alexandria, VA
Alkai Offline
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Alkai  Offline
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Alexandria, VA
Definitely continue!


If you gaze long into an abyss, the abyss will gaze back into you. 3.0 GHz Pentium 4 w/HT 1 Gig 400mhz DDR SDRAM 128mb NVidia GeForce FX 5200
Re: [Sub] Pathfinding [Re: Wade_Adams] #36278
12/26/04 12:47
12/26/04 12:47
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A.Russell Offline
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How is this coming along, anyway?

Re: [Sub] Pathfinding [Re: A.Russell] #36279
12/27/04 01:05
12/27/04 01:05
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Wade_Adams Offline OP
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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
Re: [Sub] Pathfinding [Re: Wade_Adams] #36280
12/27/04 23:46
12/27/04 23:46
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A.Russell Offline
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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.
Re: [Sub] Pathfinding [Re: A.Russell] #36281
12/28/04 02:21
12/28/04 02:21
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Rhuarc Offline
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Dijkstra's algorythm was used in router paths if I remember right (dear god, my memory scares me). A* is the best to use for games because it is very accurate and also very fast compared to the other options. Precalculated paths using A* can increase performance by not doing the calculations in-game (which leaves you with a static, unchanging path table). Another option is to go with D* (Dynamic A*), it's a touch slower but allows much more dynamics.

-Rhuarc


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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 Offline OP
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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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