Dynamic A* Pathfinding 3.2
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- Joined: Thu Oct 05, 2006 6:44 am
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- Enthusiast
- Posts: 169
- Joined: Thu Oct 05, 2006 6:44 am
- Contact:
Yeah, but we can't find path for someone, who occupy more zen one cell...Heathen wrote:I'm not sure what you mean by that.. You can set the blocked cells to make any shape...Chrono Syndrome wrote:Hm... What's about support for custom-shaped units, which occupy more zen 1 cell ?
Don't try to catch ze Night !
Remember: 'z' is better zen 'th' =) !
Sorry for bad english.
Remember: 'z' is better zen 'th' =) !
Sorry for bad english.
Thanks man, doing my bestJCV wrote:cool. nice work

Todo in next version:
- Optimize ray() procedure a bit (regarding the reallocating)
- See if I can add support for dynamic objects which use a linked list
- Fix problem with ray not taking diagonal blocking into consideration
Future
- Add a threaded callback system for dynamic objects
- System for very large paths (still planning)
Note about the ray:
- Takes diag into account
- Fails as soon as a block is hit (or dynamic object)
- If the ray fails, it will attempt to pathfind instead
- Use your own judgment about this feature. get_path() will always be faster if the ray is successful, if not, it will be slower then not casting a ray (but not by much in most situations).
I love Purebasic.
I've been reading a lot of A* implementations but this topic took my attention today. 
Towards realistic pathfinding.
http://www.gamasutra.com/features/20010 ... ter_01.htm
sourcecode and demo
http://www.gamasutra.com/features/20010314/pinter.zip
Using realistic pathfinding will result something like this


Towards realistic pathfinding.
http://www.gamasutra.com/features/20010 ... ter_01.htm
sourcecode and demo
http://www.gamasutra.com/features/20010314/pinter.zip
Using realistic pathfinding will result something like this

[Registered PB User since 2006]
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