Timeline for How can I make A* finish faster when the destination is impassable?
Current License: CC BY-SA 3.0
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Jan 2, 2015 at 14:19 | comment | added | uliwitness | You could also reduce the amount of CPU/time used if your map is dynamic, but doesn't change often. I.e. you could re-calculate area IDs whenever a locked door is unlocked or locked. Since that usually happens in response to a player's actions, you'd at least exclude locked areas of a dungeon. | |
Jan 2, 2015 at 0:47 | comment | added | Steven | This is exactly what I was suggesting with an area ID in my answer. | |
Jan 1, 2015 at 22:40 | history | answered | Madmenyo | CC BY-SA 3.0 |