Em Seg 03 Mar 2008, Leo Wandersleb escreveu: > > - those pathfinding errors are annoying as hell, and often times units > > get stuck spinning until you put a red square on them to make them move. > > near them works, too. not that this would help but maybe it helps finding the > cause. guess it has to do with a forced refresh of the "red" gradient.
Ok, I've been mainly silent because I'm currently lacking time to work on it. I want to try a new pathfiding algorithm on the game. Those "errors" that make the globs spin are there by design. They are inherent to the gradient path-fiding. I'm planning to implement an A* search, instead of gradient hill clibing. That algorithm needs an heuristic map, that looks the same of a gradient (just a bit simper to calculate), but the main difference is that instead of goind directly into the hightest value, the A* uses the map only as a gide, and only give some value back after it confirms that the path will lead to a solution. The bad news is that A* is slower (altough the heuristic map being easier to calculate than the current gradient gives some hope that it won't be too slow). The good news is that it is garanteed to discover the optimal path (and can be easily tweaked to avoid problems on narrow passages). []'s Marcos _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
