View Full Version : Pathfinding
diordna
2004.10.28, 07:59 AM
Looks to me like all the old pathfinding links and forum posts are gone, and I need to know how to get from point A to point B. I have a slightly buggy algorithm working now, but it doesn't find short paths. Mostly long ones. I'm cloning Nethack but not directly.
OneSadCookie
2004.10.28, 08:27 AM
http://theory.stanford.edu/~amitp/GameProgramming/
sealfin
2004.10.28, 08:55 AM
GameDev.net has a couple of articles on A* path-finding as well (1 (http://www.gamedev.net/reference/articles/article2003.asp), 2 (http://www.geocities.com/jheyesjones/astar.html).)
diordna
2004.10.28, 04:41 PM
A* is FAR more complicated than I want to deal with, or at least too complicated for me to want to figure out in a short period of time. I just scaled down my grid to about what it'll be for my final product, and my current algorithm seems to work just fine. Basically, it's a quick paint fill algorithm with each space knowing where it was last so I can trace my way back. On a large scale, it's slow and the paths it finds aren't very good ones, but I'm using it in a game that hopes to be Nethack combined with Kingdom of Loathing (http://www.kingdomofloathing.com/). Except in color.
OneSadCookie
2004.10.28, 04:46 PM
A* is complicated? oh.
diordna
2004.10.28, 04:49 PM
Well, I couldn't really tell if it is or not, but the articles had a bunch of funky terms and I've already got something that works fine. Plus l can't use C++ source because most of it uses classes.
igame3d
2004.10.28, 05:20 PM
HEHEH< Kingdom of Loathing is a funny game :-) Too bad its so slow on the web.
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