## arianne-devel

 Re: [Arianne-devel] A* problem and solution From: - 2005-06-07 18:26:09 ```Hi, as I see, we reduce a mathematical problem to manual work. As I can see, the maps are somewhat static - otherwise our manual work wouldn't make much sense. I'm no binary-tree-expert, but the maps are relatively simple objects. Shouldn't it be possible to write an algo, that finds these navigation-points by itself, and stores them in the map? So that we still only have to draw the map, and, in a way, the AI does some "pre"-calculation and stores the result in the map? Just a stupid idea, perhaps... Ragnar-GD __________________________________________________________ Mit WEB.DE FreePhone mit hoechster Qualitaet ab 0 Ct./Min. weltweit telefonieren! http://freephone.web.de/?mc=021201 ```
 Re: [Arianne-devel] A* problem and solution From: - 2005-06-07 20:23:10 ```Yo! > Time to draw 50 navigation points: 2 minutes > Time to think a algo: x days > TIme to draw manually nav points to test algo optimality: 2 minutes > > :-P :-) > Really, as I said steve, usually technology drive us mad... > If there is a simple way of doing it why not use it? Making things as simple as possible drove Arianne forward, so as this is your analysis, I'm with you. It could have been otherwise - some people have the strangest ready-made code lying around on their desk - so asking didn't cost me too much, now, did it? :-) As I've been modding for Morrowind before, I know about the problems of pathfinding - the MW-Map-artists added a lot of navigational points on the big landscape-maps by hand as well, and it pays. So the pros are with you as well. Still, the idea of autonom AI is still a nice one, even if it will never happen, isn't it? :) Ragnar-GD ______________________________________________________________ Verschicken Sie romantische, coole und witzige Bilder per SMS! Jetzt bei WEB.DE FreeMail: http://f.web.de/?mc=021193 ```
 Re: [Arianne-devel] A* problem and solution From: Miguel Angel Blanch Lardin - 2005-06-07 20:00:59 ```>Hi, > >as I see, we reduce a mathematical problem to manual work. As I can see, >the maps are somewhat static - otherwise our manual work wouldn't make much >sense. I'm no binary-tree-expert, but the maps are relatively simple >objects. Shouldn't it be possible to write an algo, that finds these >navigation-points by itself, and stores them in the map? So that we still >only have to draw the map, and, in a way, the AI does some >"pre"-calculation and stores the result in the map? Time to draw 50 navigation points: 2 minutes Time to think a algo: 2 days Time to implement the algo: 1-2 days Time to debug the algo: 4-7 adys TIme to draw manually nav points to test algo optimality: 2 minutes :-P Really, as I said steve, usually technology drive us mad... If there is a simple way of doing it why not use it? ```