A potential very fast js pathfinder algorithm
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https://mikolalysenko.github.io/l1-path-finder/www/#pairingheap
Sadly the nodes don't support weights, but otherwise a very interesting pathfinder.
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Woops, its https://mikolalysenko.github.io/l1-path-finder/www/. The # part of the url isn't useful
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Actually, having no weights might be advantageous. I requested this on a previous Feature Request to find "real" ideal paths. This might be the solution...
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The problem I see with that algo is not accounting for diagonal movement, which will cause it to not find optimal paths
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I think it would be interesting to see how the pathfinder was build. Then we can get the useful parts out of it.
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It was time to get my implementations of path finding algorithms from the attic. I have found some of them are very useful in context of the game
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Do you use built-in path finder so far? Just compare results of searching a path between random points within a room (self-written path finder vs. built-in one):
sw 7.04 bi 36.29
sw 4.73 bi 33.55
sw 7.34 bi 13.41
sw 2.26 bi 8.91
sw 1.26 bi 12.67
sw 1.63 bi 11.81
sw 1.45 bi 2.55
sw 1.88 bi 3.96
sw 1.11 bi 8.32
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@Actium What algorithm did you use for your pathfinder?
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The results posted above have been got with A*.
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Does you pathfinder do preprocessing?
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You could try using the jump-point algorithm. It wouldn't be very difficult to get it to work with swamps.
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chris, probably not. I have slightly optimized the search function by caching neighbors for traversed points. The cache is gone after leaving the function.