Timeline for Pathfinding Algorithms [closed]
Current License: CC BY-SA 3.0
15 events
when toggle format | what | by | license | comment | |
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Jun 9, 2015 at 22:25 | history | closed |
Seth Battin congusbongus Anko House |
Opinion-based | |
Jun 4, 2015 at 17:30 | vote | accept | Daniyal Azram | ||
Jun 1, 2015 at 19:04 | answer | added | Lince Assassino | timeline score: 1 | |
May 31, 2015 at 2:16 | comment | added | congusbongus | possible duplicate of How can I implement platformer pathfinding? | |
S May 30, 2015 at 20:32 | history | suggested | Pieter Geerkens |
Added appropriate tag.
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May 30, 2015 at 18:54 | comment | added | Pieter Geerkens | The A* algorithm itself is very straightforward, and not at all difficult to program. However the particular heuristic that is appropriate for your circumstance is another matter. If you are using a as-the-crow-flies or Manhattan heuristic that is very simple as well. For my game I use ALT, with pre-computed distances from a variety of landmarks, to calculate the heuristic. This is much more efficient and more complex than simpler heuristics, but gives me much smaller search spaces on large terrain (map-like) grids (750 * 450 hexes). | |
May 30, 2015 at 18:50 | review | Suggested edits | |||
S May 30, 2015 at 20:32 | |||||
May 30, 2015 at 18:26 | comment | added | Seth Battin | Another good related question: gamedev.stackexchange.com/questions/12186/… | |
May 30, 2015 at 18:25 | comment | added | Seth Battin | Ahha. Well, whether or not it's appropriate for your project is not a question that this site is suitable to answer, because it's a combination of your specific project details and opinion. If you would like to discuss it, another forum might be better (say, gamedev.net), or you could use the chat feature here. Unfortunately that second option requires earning a some reputation points, but that's fairly easy to do. | |
May 30, 2015 at 18:24 | review | Close votes | |||
Jun 9, 2015 at 22:25 | |||||
May 30, 2015 at 18:08 | comment | added | Daniyal Azram | I do know how A* works(not that deep but enough for my game) I just wanted to know if I should implement it or not I mean if it is too expensive for my 2D platformer. I was thinking that these algorithms are for bigger and more wider games. | |
May 30, 2015 at 18:05 | comment | added | Seth Battin | Though your question is more specific than that duplicate, you might find an answer there that covers your particular concern about moving destinations. | |
May 30, 2015 at 18:04 | comment | added | Seth Battin | possible duplicate of How does A* pathfinding work? | |
May 30, 2015 at 18:01 | review | First posts | |||
May 30, 2015 at 19:25 | |||||
May 30, 2015 at 17:59 | history | asked | Daniyal Azram | CC BY-SA 3.0 |