<http://en.wikipedia.org/wiki/Graph_(mathematics)>
http://en.wikipedia.org/wiki/Graph_(mathematics)

 

If you are unclear on what a graph is, I wouldn't recommend trying to write
a pathfinding system youself. Perhaps try something higher-level or a
library that includes one.

 

--Noah

 

From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On
Behalf Of Yanom Mobis
Sent: Monday, January 26, 2009 5:12 PM
To: pygame-users@seul.org
Subject: RE: [pygame] Pathfinding

 


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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