Re: [Algorithms] Enemy cover algorithms
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From: John W. R. <jo...@si...> - 2007-08-28 14:35:57
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Well, here is a really fast Astar implementation. I didn't write it, it was originally published by Justin Heyes-Jones. I simply refactored it to use a simple pure-virtual interface to bind with your own application. http://www.amillionpixels.us/FastAstar.h http://www.amillionpixels.us/FastAstar.cpp This thing is really quite fast. As far as generating a nav-mesh, my algorithm is holding up well. I can send you a new source code drop if you want. I'm waiting to publish it online until the AI Wisdom 4 book comes out though. John -----Original Message----- From: gda...@li... [mailto:gda...@li...] On Behalf Of Pierre Terdiman Sent: Tuesday, August 28, 2007 9:28 AM To: Game Development Algorithms Subject: Re: [Algorithms] Enemy cover algorithms Hi John, > Why not just add 'cover' as a heuristic in your Astar search? There's an > enormous amount of raycasting bandwidth available in your collision code so > it doesn't seem like it would be that big of a problem to add to the search. That's a good idea, actually. Hmmm, I'm currently using PathEngine so the actual pathfinder / A* code is in a black box, but I might drop it soon anyway (replacing it with your AI Wisdom article, actually). I might very well try the cover stuff at the same time. Hmmm. Not the answer I expected but that's an interesting twist.... - Pierre ------------------------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list |