From: "Ben Davis" Newsgroups: comp.os.msdos.djgpp Subject: Re: Programming DOS Games Date: Sun, 23 Apr 2000 15:07:40 +0100 Organization: Customer of Planet Online Lines: 25 Message-ID: <8dv061$jei$1@newsg3.svr.pol.co.uk> References: <0b90d704 DOT 0b83a6cd AT usw-ex0108-062 DOT remarq DOT com> NNTP-Posting-Host: modem-78.crixivan.dialup.pol.co.uk X-Trace: newsg3.svr.pol.co.uk 956498945 19922 62.136.87.78 (23 Apr 2000 14:09:05 GMT) NNTP-Posting-Date: 23 Apr 2000 14:09:05 GMT X-Complaints-To: abuse AT theplanet DOT net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com >I need information about AI, path finding algorithms. Here's one pathfinding algorithm: Let A be the object doing the pathfinding, and let B be the object you're trying to find. Do a floodfill, starting from B. This spreads in all directions, and will eventually find A (assuming there is a path). Create a separate array, shaped like the level, for these purposes. We'll call this 'flood-fill space'. Initialise the floodfill space to -1. When you start the floodfill, store 0 in the starting square. Each time you spread to the next square, increment the number. Make sure you detect when the floodfill finds object A. Then object A can follow the path of decreasing numbers. If you have multiple B objects, you can do a floodfill from A first to determine which one is nearest. I refer to squares above, but this will work with any level units. Hope this helps, Ben Davis