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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!
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
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

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.

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.

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
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Posted: Wed Jul 04, 2007 8:30 pm
by Heathen
...
Posted: Tue Jul 10, 2007 8:32 am
by Chrono Syndrome
Great job !