a graph, as in just a regular x, y kind of thing? I don't need an overly complex library, is something less complex available?
--- On Mon, 1/26/09, Noah Kantrowitz <noah@xxxxxxxxxxxxxx> wrote:
From: Noah Kantrowitz <noah@xxxxxxxxxxxxxx> Subject: RE: [pygame] Pathfinding To: pygame-users@xxxxxxxx Date: Monday, January 26, 2009, 6:13 PM
You need to construct a graph of possible paths. In a tile-based
game this is easy, but it can be done in other kinds of games the same
technique can be applied. A* is also used in other types of AIs, such a many
board games. As for doing pathfinding in 3D worlds or similar, the word “complex”
is a vast understatement.
--Noah
From: owner-pygame-users@xxxxxxxx
[mailto:owner-pygame-users@xxxxxxxx] On Behalf Of Yanom Mobis
Sent: Monday, January 26, 2009 3:39 PM
To: pygame-users@xxxxxxxx
Subject: 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?
>
>
>
>
|
|