06-03-2015, 01:03 AM
These might be textured heads.
PathFinder status
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06-03-2015, 01:03 AM
These might be textured heads.
06-05-2015, 05:34 PM
(This post was last modified: 06-05-2015, 05:34 PM by LogicParrot.)
I'm currently refactoring cMonster.cpp's pathfinding. I'd like to move all the the path recalculation logic out of monster.cpp to a new class which wraps cPath.
08-06-2015, 04:21 AM
Exams done. Hopefully work will resume soon
Thanks given by: NiLSPACE , sphinxc0re , Jammet
08-06-2015, 04:39 AM
:O He's not ded.
09-30-2015, 11:43 PM
If pathfinding ever gets a bit slow, we might want to implement D* lite: http://idm-lab.org/bib/abstracts/papers/aaai02b.pdf
Thanks given by: Jammet
10-02-2015, 06:52 PM
D* Lite doesn't work well for moving targets, there may be some variant which does though.
Here is a nice 2D visual representation of multiple pathfind algorithms: https://qiao.github.io/PathFinding.js/visual/ (After a while the IDA* started to freeze my browser though. It was using 900MB RAM)
If possible the Best-First-Search or Trace would be really fast. I'm not sure how they would work in a 3D environment though. But of course the speed depends on the environment you put the algorithm in. If there simply is a wall between the start and end Trace seems to be the fastest, but in for example a maze A* seems to be faster.
10-02-2015, 08:03 PM
(10-02-2015, 07:28 PM)NiLSPACE Wrote: Here is a nice 2D visual representation of multiple pathfind algorithms: https://qiao.github.io/PathFinding.js/visual/ (After a while the IDA* started to freeze my browser though. It was using 900MB RAM) BFS does not guarantee finding the shortest path. A* is a bit slower but guarantees finding the shortest path. The code at Path.cpp already has a flag for switching to BFS. But it doesn't seem to be worth the tradeoff. JPS sounds attractive. It's on the "potential todo" list @ first post.
JPS is doing really bad when trying in the representation. Is it really that good?
Oh, wait, when switching to JPS Octile it's really fast.
10-02-2015, 08:18 PM
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