Pathfinding

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Posts: 680
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Post: #1
Looks to me like all the old pathfinding links and forum posts are gone, and I need to know how to get from point A to point B. I have a slightly buggy algorithm working now, but it doesn't find short paths. Mostly long ones. I'm cloning Nethack but not directly.

My web site - Games, music, Python stuff
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Luminary
Posts: 5,143
Joined: 2002.04
Post: #2
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Post: #3
GameDev.net has a couple of articles on A* path-finding as well (1, 2.)

Mark Bishop
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Student and freelance OS X & iOS developer
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Post: #4
A* is FAR more complicated than I want to deal with, or at least too complicated for me to want to figure out in a short period of time. I just scaled down my grid to about what it'll be for my final product, and my current algorithm seems to work just fine. Basically, it's a quick paint fill algorithm with each space knowing where it was last so I can trace my way back. On a large scale, it's slow and the paths it finds aren't very good ones, but I'm using it in a game that hopes to be Nethack combined with Kingdom of Loathing (http://www.kingdomofloathing.com/). Except in color.

My web site - Games, music, Python stuff
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Luminary
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Post: #5
A* is complicated? oh.
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Post: #6
Well, I couldn't really tell if it is or not, but the articles had a bunch of funky terms and I've already got something that works fine. Plus l can't use C++ source because most of it uses classes.

My web site - Games, music, Python stuff
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Member
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Post: #7
HEHEH< Kingdom of Loathing is a funny game :-) Too bad its so slow on the web.
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