Hi !
Featured games (85)
games approved by the League of Dukes
Games in Showcase (636)
Games in Android Showcase (178)
games submitted by our members
Games in WIP (686)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Reusable A*  (Read 1253 times)
0 Members and 1 Guest are viewing this topic.
Offline novasharp

Junior Devvie

Medals: 1
Projects: 1


« Posted 2012-11-08 22:02:55 »

Hi, I wrote an A* program, but the problem is that it would only work with one object at a time. Is there a way to do dynamic pathfinding (target is constantly moving, but moving slowly) that would not require resetting all the scores each time I tried to find a path. Or would the time be so insignificant that it would not matter?  Huh


Offline pjt33

« JGO Spiffy Duke »

Medals: 40
Projects: 4
Exp: 7 years

« Reply #1 - Posted 2012-11-09 08:26:45 »

Find a set of suitable points, do all-pairs shortest path between them, and then consider the N points nearest the moving source and the N points nearest the moving target.
Offline Damocles
« Reply #2 - Posted 2012-11-09 08:36:31 »

Find a set of suitable points

You probably mean to place nodes in the level
to serve as start and end-points to precalculate a set of paths.

Then at runtime you only need to find a path to a start-node and
from the endnode to the target.
(else the actor can follow the precalculated path)

You still need an collision-avoidance methods though, as the precalculated path could
be blocked by another moving object.  (some methods to circle around it)

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline novasharp

Junior Devvie

Medals: 1
Projects: 1


« Reply #3 - Posted 2012-11-19 23:27:27 »

In my code, I have multiple moving entities each with their own different destinations and start points. I need to do pathfinding for each of those entities. I think I figured out a solution which is to have each node store a reference to the start and end nodes. If these change, then I recalculate the score for that node (g score only, h score is always recalculated).

Pages: [1]
  ignore  |  Print  
You cannot reply to this message, because it is very, very old.

Dwinin (63 views)
2015-11-07 13:29:08

Rems19 (77 views)
2015-10-31 01:36:56

Rems19 (69 views)
2015-10-31 01:32:37

williamwoles (103 views)
2015-10-23 10:42:59

williamwoles (91 views)
2015-10-23 10:42:45

Jervac_ (105 views)
2015-10-18 23:29:12

DarkCart (131 views)
2015-10-16 00:58:11

KaiHH (114 views)
2015-10-11 14:10:14

KaiHH (153 views)
2015-10-11 13:26:18

BurntPizza (167 views)
2015-10-08 03:11:46
Rendering resources
by Roquen
2015-11-13 14:37:59

Rendering resources
by Roquen
2015-11-13 14:36:58

Math: Resources
by Roquen
2015-10-22 07:46:10

Networking Resources
by Roquen
2015-10-16 07:12:30

Rendering resources
by Roquen
2015-10-15 07:40:48

Math: Inequality properties
by Roquen
2015-10-01 13:30:46

Math: Inequality properties
by Roquen
2015-09-30 16:06:05

HotSpot Options
by Roquen
2015-08-29 11:33:11 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!