A potential very fast js pathfinder algorithm
-
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...
-
The problem I see with that algo is not accounting for diagonal movement, which will cause it to not find optimal paths
-
I think it would be interesting to see how the pathfinder was build. Then we can get the useful parts out of it.
-
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
-
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
-
@Actium What algorithm did you use for your pathfinder?
-
The results posted above have been got with A*.
-
Does you pathfinder do preprocessing?
-
You could try using the jump-point algorithm. It wouldn't be very difficult to get it to work with swamps.
-
chris, probably not. I have slightly optimized the search function by caching neighbors for traversed points. The cache is gone after leaving the function.