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Re: [pygame] Pathfinding



A graph, as in one from graph theory:  http://en.wikipedia.org/wiki/Graph_theory


On Tue, Jan 27, 2009 at 12:12 PM, Yanom Mobis <yanom@xxxxxxxxxxxxxx> wrote:
> Complex distance evaluation isn't necessary, but the sprite never getting
> stuck is.
>
> --- On Mon, 1/26/09, Joe Strout <joe@xxxxxxxxxx> wrote:
>
> From: Joe Strout <joe@xxxxxxxxxx>
> Subject: Re: [pygame] Pathfinding
> To: pygame-users@xxxxxxxx
> Date: Monday, January 26, 2009, 6:11 PM
>
> Yanom Mobis wrote:
>
>> it seems to me that A* only works on tile-based games.
>> What if my game isn't tile-based?
>
> I'm not sure you think that.  A* (or any other pathfinding algorithm) will
> work for any search tree.  You do need some sort of heuristic, though, that
> estimates how far any given position is from the goal. That's usually pretty
> easy though if "position" really corresponds in some way to a position in
> space -- just use the Euclidian distance to the goal as your heuristic.
>
> Best,
> - Joe
>
>
>
>