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Dec
23
awarded  Supporter
Dec
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comment Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs
I'm starting to think that maybe I use both dijkstras and Astar. Dijkstras for the 'quickest path', and Astar for the 'least dangerous'. But then ofcourse, the problem isn't really solved and my 'least dangerous' paths are going to be pretty crummy... see image:imgur.com/VMFz6 (red = dangerzone)
Dec
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comment Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs
well eventually i would like the algorithm to take into consideration information one each node. for example, each node will have a 'danger' rating and I would like to use the pathing to find the quickest/least dangerous path as well. Without a grid to navigate on, the pathing can only fly straight through a dangerous area or try somewhere else completely. With my current method, the AI has a chance to fly around the dangerous areas.
Dec
23
comment Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs
At the moment, the map is a 50x50 grid. I've introduced the path finding for primarily path finding as I will be using it to find the "safest" route after I get it working. (Certain nodes will be more dangerous as agents are destroyed on or around them, so the path finding will be able to find a safer way around). I use C# and I will be calculating the path finding up to once every few frames (fast as the player could click) and once every so often (for NPC's to route their own paths.). I use C#
Dec
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awarded  Custodian
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reviewed Approve suggested edit on Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs
Dec
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comment Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs
pythagorean distance
Dec
23
comment Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs
I was thinking the same thing. However, the problem is that all warp gates are not connected. Its simply a way to quickly travel from point A to B. So say I try the nearest warp gate - when I get to point B, if I was to (at that point) take the shortest path to the exit, i'd have the same issue. The A* would ignore any other jump gates unless they happened to be in its path.
Dec
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awarded  Student
Dec
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asked Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs