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TestRun for NPC navgation
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Anarch Cassius
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Posts: 273
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Post: #14
RE: TestRun for NPC navgation
Quote:The A* also does not need waypoints, if you don't mind about the process usage, you can make the npc run from Britain to Minoc, however, the max distance of search is limited due high amount of processing required to find long paths
Waypoints were designed to be a simple predefined route.

See my idea is basically a parallel of Callandor2k's. Dijkstra's algorithm is just A* without heuristics, so it's literally the same thing.

The only question I see is...

Static: Make every waypoint have set paths with known distances.
Advantage: Speed
Disadvantage: Changes are a pain.

Dynamic: Periodically do a FORITEMS and measure distance to all current waypoints to get the list.
Advantage: Easy to change on the fly
Disadvantage: Periodic re-calculation required, including whether there actually IS a direct path between the waypoints or if that line would hit major obstacles.

Current Projects: Necromancy SCP overhaul. Custom Faction AI/System. Imbuing.
(This post was last modified: 10-06-2013 01:12 PM by Anarch Cassius.)
10-06-2013 01:10 PM
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Messages In This Thread
TestRun for NPC navgation - Soulless - 09-16-2013, 03:56 PM
RE: TestRun for NPC navgation - XuN - 09-16-2013, 09:38 PM
RE: TestRun for NPC navgation - Soulless - 09-17-2013, 02:30 AM
RE: TestRun for NPC navgation - Rattlehead - 09-18-2013, 09:28 AM
RE: TestRun for NPC navgation - XuN - 09-18-2013, 04:56 PM
RE: TestRun for NPC navgation - Mordaunt - 09-18-2013, 08:54 PM
RE: TestRun for NPC navgation - XuN - 09-19-2013, 08:19 AM
RE: TestRun for NPC navgation - Soulless - 09-19-2013, 05:25 PM
RE: TestRun for NPC navgation - XuN - 09-19-2013, 06:23 PM
RE: TestRun for NPC navgation - darksun84 - 09-19-2013, 09:55 PM
RE: TestRun for NPC navgation - Feeh - 09-20-2013, 07:48 AM
RE: TestRun for NPC navgation - Anarch Cassius - 10-06-2013 01:10 PM
RE: TestRun for NPC navgation - Jim - 02-18-2015, 10:29 PM

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