On Sun, Jan 25, 2009 at 07:16:38PM -0800, Yanom Mobis wrote: > 1) How is pathfinding done? There are algorithms for it. Breadth-first search is the simplest one and works well for grids where the distance between nearby cells is the same. Dijkstra is a generalization that works for arbitrary maps. A* is essentially Dijkstra with an extra heuristic that makes it work faster, which is important for large maps. All of them find the shortest possible path. Wikipedia describes them all. > 2) How do you prevent a moving sprite from being caught in a v-shaped > rut made of obstacles? You use a pathfinding algorithm. On Sun, Jan 25, 2009 at 07:20:36PM -0800, Noah Kantrowitz wrote: > 2) Alter the chain length score computation to reduce exploitation. Could you please translate that to something mere mortals without PhDs could understand? On Sun, Jan 25, 2009 at 09:13:28PM -0800, Bill Coderre wrote: > There are still ways that this can get confused or beaten, of course. > Until someone comes out with a low-cost traveling-salesman solver, > however, whatever algorithm you find will have some snags. I don't see how traveling salesman applies here. Could you elaborate? My personal snag with A* is that the NPCs seem to know too much about the map and directly walk the most optimal path without exploration. Marius Gedminas -- <niemeyer> philiKON: I'm changing ZCML to parse files twice as fast.. <philiKON> niemeyer, weee <benji> ooh, I like it! <philiKON> how do you do that? <niemeyer> Lying <philiKON> i knew it * benji cries fowl! -- #zope3-dev
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