10-31-2013, 03:30 AM
Aaaaaiiiiieee!!!! Man oh man, have I been working on a new system., one that I wanna use to replace an older system in my project and include it as a movement option in ReGaL!
Does anyone know what ... 'A* Pathfinding' is?
Yep, guys. I've been working diligently on a pathfinding system that works with commands similar to both Near Fantastica's original and his V2 replacement, and many times faster than either. I did consider looking into Fuso's A* Pathfinding system, but it did have some flaws where leftover data could mess up your next path. However, it had a really good feature I don't think anyone considered.... adding new paths to make a really cool route for an event to take (like a guard making his rounds).
So, once I'm ready, I plan to add this into my own project (tweaking out my mouse system) and into the ReGaL project.
Does anyone know what ... 'A* Pathfinding' is?
The Wikipedia Wrote:In computer science, A* (pronounced "A star") is a computer algorithm that is widely used in pathfinding and graph traversal, the process of plotting an efficiently traversable path between points, called nodes. Noted for its performance and accuracy, it enjoys widespread use. (However, in practical travel-routing systems, it is generally outperformed by algorithms which can pre-process the graph to attain better performance.
Yep, guys. I've been working diligently on a pathfinding system that works with commands similar to both Near Fantastica's original and his V2 replacement, and many times faster than either. I did consider looking into Fuso's A* Pathfinding system, but it did have some flaws where leftover data could mess up your next path. However, it had a really good feature I don't think anyone considered.... adding new paths to make a really cool route for an event to take (like a guard making his rounds).
So, once I'm ready, I plan to add this into my own project (tweaking out my mouse system) and into the ReGaL project.