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Dynamic A* Pathfinding 3.2

Posted: Thu Jun 14, 2007 10:00 pm
by Heathen
Update coming

Posted: Thu Jun 14, 2007 11:02 pm
by Heathen
...

Posted: Fri Jun 15, 2007 6:00 am
by SCRJ
Nice example, thanks! :D
But, have a look on the picture :( :

http://img227.imageshack.us/img227/267/imgtv1.jpg

Posted: Fri Jun 15, 2007 6:35 am
by Heathen
Thanks for pointing that out 8)

Check the first post for an update :)

Posted: Fri Jun 15, 2007 10:19 am
by SCRJ
Thanks...but now, the code crashes with the same error on line 88:

Code: Select all


      t = GetTickCount_() 
      FreeMemory(*path) ;<<Here.
      *path = get_path(startx,starty,tox,toy,#width,#height,allowdiag,blockdiag) 

:(

Posted: Fri Jun 15, 2007 11:04 am
by Heathen
SCRJ wrote:Thanks...but now, the code crashes with the same error on line 88:

Code: Select all


      t = GetTickCount_() 
      FreeMemory(*path) ;<<Here.
      *path = get_path(startx,starty,tox,toy,#width,#height,allowdiag,blockdiag) 

:(
I updated the example in the second post :)

Posted: Fri Jun 15, 2007 11:39 am
by SCRJ
Now it works correctly!
Good job, man 8)

Posted: Mon Jun 18, 2007 3:40 am
by Heathen
I optimized much of the code, now it is much much faster. The code is updated in the first post and the example is also updated.

Posted: Mon Jun 18, 2007 5:35 am
by JCV
Hi Heathen I suggest the ff:
-use binary heap - really fast even on very large maps.
-use arrays instead of linklist

Your code looks clean and easy to understand. :wink:

Posted: Mon Jun 18, 2007 7:28 am
by Heathen
JCV wrote:Hi Heathen I suggest the ff:
-use binary heap - really fast even on very large maps.
-use arrays instead of linklist

Your code looks clean and easy to understand. :wink:
Thanks for the suggestions :) I will consider them for the next version.

Posted: Fri Jun 22, 2007 5:43 am
by Heathen
Updated to 1.0, added binary heaps and lots of optimizations. I also added procedures for loading and saving of paths, aside from that I added a procedure called nearest_node() which can be used for finding the nearest node in a precomputed path relative to an x and y position. This way, if the object strays off of the path for whatever reason, it can pathfind to the nearest node of the precomputed path.

Posted: Fri Jun 22, 2007 2:03 pm
by dracflamloc
Wow thats good stuff. THanks!

Posted: Sat Jun 23, 2007 4:01 am
by Heathen
...

Posted: Wed Jul 04, 2007 8:30 pm
by Heathen
...

Posted: Tue Jul 10, 2007 8:32 am
by Chrono Syndrome
Great job !