Here's a tutorial of pathfinding with A*, specifically for PyGame:

http://eli.thegreenplace.net/2009/01/09/writing-a-game-in-python-with-pygame-part-iii/

On Mon, Jan 26, 2009 at 19:01, Michael George <mdgeo...@cs.cornell.edu>wrote:

> Marius Gedminas wrote:
>
>> My personal snag with A* is that the NPCs seem to know too much about
>> the map and directly walk the most optimal path without exploration.
>>
>>
>>
> One possibility to solving this is to have the npc move as it's performing
> the algorithm.  i.e. as your search explores a path, the character walks
> along that path.  This could probably be implemented fairly cleverly by
> using generators.  You'd probably have to experiment with different
> algorithms to find a more "realistic" approach - I suspect that A* would
> involve lots of wandering since it assumes constant access time for all
> known branches (whereas the character has to walk up and down the tree).
>  DFS would probably be more realistic.
>
> --Mike
>

Reply via email to