a graph, as in just a regular x, y kind of thing?
I don't need an overly complex library, is something less complex available?


--- On Mon, 1/26/09, Noah Kantrowitz <n...@coderanger.net> wrote:

From: Noah Kantrowitz <n...@coderanger.net>
Subject: RE: [pygame] Pathfinding
To: pygame-users@seul.org
Date: Monday, January 26, 2009, 6:13 PM




 
 






You need to construct a graph of possible paths. In a tile-based
game this is easy, but it can be done in other kinds of games the same
technique can be applied. A* is also used in other types of AIs, such a many
board games. As for doing pathfinding in 3D worlds or similar, the word 
“complex”
is a vast understatement. 

   

--Noah 

   







From: owner-pygame-us...@seul.org
[mailto:owner-pygame-us...@seul.org] On Behalf Of Yanom Mobis

Sent: Monday, January 26, 2009 3:39 PM

To: pygame-users@seul.org

Subject: Re: [pygame] Pathfinding 





   


 
  
  it seems to me that A* only works on tile-based games.

  What if my game isn't tile-based?

  

  --- On Sun, 1/25/09, Noah Kantrowitz <n...@coderanger.net>
  wrote: 
  

  From: Noah Kantrowitz <n...@coderanger.net>

  Subject: Re: [pygame] Pathfinding

  To: pygame-users@seul.org

  Date: Sunday, January 25, 2009, 9:20 PM 
  
  1) People can, and do, get
  PhDs in pathfinding algorithms. A*  

  (pronounced a-star) is the most commonly used algorithm in games though.

  

  2) Alter the chain length score computation to reduce exploitation.

  

  --Noah

  

  On Jan 25, 2009, at 7:16 PM, Yanom Mobis wrote:

  

  > 1) How is pathfinding done?

  > 2) How do you prevent a moving sprite from being caught in a v- 

  > shaped rut made of obstacles?  Like this:

  >               __

  > A          ->  # |     
  B

  >               __|

  >

  >

  > Where A and B are the points the sprite needs to travel,

  > # is the sprite,

  > -> is the direction the sprite is moving, and

  > _ and | are obstacles?

  >

  >

  >

  > 
  
  
 


   





 




      

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