[Author Prev][Author Next][Thread Prev][Thread Next][Author Index][Thread Index]
Re: [pygame] Pathfinding
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
Others have already talked about the A* Algorithm
Here's my implementation of it:
In English, you have the AI look at a map of costs to enter each area,
and compute a minimum-cost path. A* automatically handles escaping from
ruts, by terminating the paths it's considering when they prove too
expensive. (You can treat walls as having an infinite entry cost.) One
interesting feature of A* is that it assumes the AI has perfect
knowledge, something fine for games but flawed for "real" AI.
XKCD's comment on this sort of cost-computation method: