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Jul 22, 2016 at 15:51 answer added Tobias Gurdan timeline score: 1
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May 10, 2016 at 9:34 comment added CoffeDeveloper Also are you sure you are not ending "out of memory"? 1000 x 1000 at each step is bad big O notation
May 10, 2016 at 9:33 answer added CoffeDeveloper timeline score: 0
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Nov 11, 2015 at 3:36 history tweeted twitter.com/StackGameDev/status/664285611239604224
Oct 10, 2015 at 21:47 comment added amitp @Snoopyjackson I haven't worked with the hierarchical approaches myself but I think you'd first use A* or other algorithm to find roughly how to get to your goal (maybe each light red envelope would be one node), and then you'd go back and make a detailed path with something like foot placement.
Oct 10, 2015 at 18:52 comment added Snoopyjackson My character has a foot at a state 0, then 1000 different position are reachable from this state. (X,Y,Z,theta). So, the character has 1000 possible posistion where he can place his next feet. @amitp Thanks for your blog I love it and it helps me a lot. What do you mean by hierachical approach ? I think it can be interesting because of course I will prefer the state which are close to the goal or with a good angle. Thanks
Oct 10, 2015 at 6:12 answer added Streak324 timeline score: 0
Oct 10, 2015 at 1:16 comment added amitp If all of those 1000 x 1000 children don't overlap (if you really do have millions or billions of possible states) then graph search (including A*) may not help much. Try to collapse similar states together, or use a hierarchical approach, or use a continuous approach instead of a discrete (graph-based) search.
Oct 9, 2015 at 22:48 comment added kevinAlbs I'm unsure if I'm interpreting your picture correctly. What are the 1000 different actions? Are these different ways of your character moving?
Oct 9, 2015 at 17:01 review First posts
Oct 9, 2015 at 17:06
Oct 9, 2015 at 16:59 history asked Snoopyjackson CC BY-SA 3.0