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Re: [pygame] Pathfinding



it seems to me that A* only works on tile-based games.
What if my game isn't tile-based?

--- On Sun, 1/25/09, Noah Kantrowitz <noah@xxxxxxxxxxxxxx> wrote:

From: Noah Kantrowitz <noah@xxxxxxxxxxxxxx>
Subject: Re: [pygame] Pathfinding
To: pygame-users@xxxxxxxx
Date: Sunday, January 25, 2009, 9:20 PM

1) People can, and do, get PhDs in pathfinding algorithms. A* 
(pronounced a-star) is the most commonly used algorithm in games though.

2) Alter the chain length score computation to reduce exploitation.

--Noah

On Jan 25, 2009, at 7:16 PM, Yanom Mobis wrote:

> 1) How is pathfinding done?
> 2) How do you prevent a moving sprite from being caught in a v-
> shaped rut made of obstacles?  Like this:
>               __
> A          ->  # |      B
>               __|
>
>
> Where A and B are the points the sprite needs to travel,
> # is the sprite,
> -> is the direction the sprite is moving, and
> _ and | are obstacles?
>
>
>
>