Mail Archives: djgpp/1997/08/30/16:19:04
From: | xmerm05 AT vse DOT cz (Michal Mertl)
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Newsgroups: | comp.os.msdos.djgpp
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Subject: | Re: Astar (A*) algorithm
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Date: | Tue, 26 Aug 1997 14:24:42
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Organization: | University of Economics - Prague, CZ
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Lines: | 15
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Message-ID: | <xmerm05.17.000E6967@vse.cz>
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NNTP-Posting-Host: | s019h14.vse.cz
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To: | djgpp AT delorie DOT com
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DJ-Gateway: | from newsgroup comp.os.msdos.djgpp
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I'm sorry it's off topic, but I know lot of people here uses Alelgro->is
interested in writing games->is interested in pathfinding alg.
I'd rather send it by personal mail to the guy who asked for it, but don't
have address.
I posted yesterday a* alg implementation which supported only two types of
terrain empty/wall and wrote that i believed it can be easily expanded
to support more. So now it supports (virtually) unlimited number of kinds of
tiles and one which is impassable (to restrict alg go off the map). It was
easy, I only changed FreeTile to GetTileCost and added to g that cost
instead of 1. Also you may have to change h function which was (dx-sx)*(dx-
sx)-(dy-sy)*(dy-sy) to sqrt ... - it gives much better results. It ussually
finds the best way, but sometimes fails a little bit :-( don't know why.
Michal 'MiMe' Mertl
e-mail:XMERM05 AT vse DOT cz
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