Topic:   [SC] Pathfinding Algorithm   (Read 58208 times)


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EqwanoX


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Re: [SC] Pathfinding Algorithm
« Reply #15 on: April 10, 2011, 08:59:32 AM »
i really want to understand this but im haveing a hard time, could you make a quick screencast explaining the key things i need to know like what values do i need to keep track of

how and where is the flood path stored??

i cant condomplate how it processes every path as it branches
« Last Edit: April 10, 2011, 11:16:20 AM by EqwanoX »

Charlo


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Re: [SC] Pathfinding Algorithm
« Reply #16 on: April 10, 2011, 11:35:46 AM »
Quote
condomplate
uh...

Connors


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Re: [SC] Pathfinding Algorithm
« Reply #17 on: April 10, 2011, 12:19:53 PM »
Fruedian typo! ;D
Warning: The above post may have been modified multiple times.

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EqwanoX


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Re: [SC] Pathfinding Algorithm
« Reply #18 on: April 11, 2011, 10:41:13 AM »
i finally figured it out, this was so hard, i almost went insane. i was able to cut down the coding some, its mostly in one method
updated v2.2: http://cl.ly/0D053o1b0Y1C3q2h1K0D

thanks to warhampster for doing this, i dont know how he did this from scratch!
« Last Edit: April 12, 2011, 08:52:29 AM by EqwanoX »

WarHampster


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Re: [SC] Pathfinding Algorithm
« Reply #19 on: April 11, 2011, 01:18:49 PM »
Hey sorry I didn't help you out with that, yesterday was my birthday and I haven't been online all weekend. Really really good job on the rewrite, my code was a huge mess and relied on ancient pieces of my tile engine.

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Re: [SC] Pathfinding Algorithm
« Reply #20 on: April 11, 2011, 04:53:26 PM »
It's still a little buggy, try going to that one place in the bottom right side as close to the middle as possible. Then, try going to over to the left. The guy just goes one space back, and stops. But that's still an amazing program.
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EqwanoX


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Re: [SC] Pathfinding Algorithm
« Reply #21 on: April 12, 2011, 08:52:11 AM »
whoops, fixed. the FOR loop for step goes from 1 to 30 and the path is 33 steps, i changed it to 40, but i should just make it 100 sinse it exits the loop anyway, just a note in case someone uses a larger map, they may have to increase that later
« Last Edit: April 12, 2011, 08:54:17 AM by EqwanoX »

x


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Re: [SC] Pathfinding Algorithm
« Reply #22 on: April 12, 2011, 06:42:10 PM »
What order of complexity is this algorithm. Is it viable for big maps?
« Last Edit: April 12, 2011, 06:46:08 PM by x »

Gan


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Re: [SC] Pathfinding Algorithm
« Reply #23 on: April 12, 2011, 07:23:22 PM »
:O This is fantastic! There's no lag of any kind, super fast. Whatever you did, it's amazing!

Edit: Even though it's very fast, I found a few bugs.
Here's the buggy source:
Sc Pathfinding Source with Buggy Map
Video of Bugs in Action!
« Last Edit: April 12, 2011, 07:55:31 PM by Gandolf »

EqwanoX


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Re: [SC] Pathfinding Algorithm
« Reply #24 on: April 12, 2011, 09:12:54 PM »
thats the same bug, just change the step FOR loop to 100 instead of 33, its line 19 in the findpath method, it wont make it any slower sinse it exits the FOR loop when it reaches the destination

FOR step=1 to 100

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the FOR loop for step goes from 1 to 30 and the path is 33 steps, i changed it to 40, but i should just make it 100 sinse it exits the loop anyway, just a note in case someone uses a larger map, they may have to increase that later



those building destruction videos are so amusing
« Last Edit: April 12, 2011, 09:16:02 PM by EqwanoX »

Gan


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Re: [SC] Pathfinding Algorithm
« Reply #25 on: April 12, 2011, 09:24:26 PM »
That fixed it!  :D Man this is some great stuff. I'm gonna have to use this sometime for something.

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those building destruction videos are so amusing
Why thank yee! I think I'll make a post about them.