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? > > > >
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