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anyone to review this?
I've made quite a lot of changes in the pathfinding article in our wiki. I'd appreciate if someone could take the time to review it and spot my possible mistakes, in particular in the implementations of BFS, Dijkstra and A*
I wanted this article to be readable and immediately understandable by beginners, so please tell me if it ain't so :) http://wiki.bots-united.com/index.php/Bot_Pathfinding |
Re: anyone to review this?
This looks good to me. I didn't notice any huge errors or misstatements.
Were you planning on adding some (not necessarily detailed) stuff on what a navigation mesh is and how it can be used with path finding? :) botman |
Re: anyone to review this?
yes ;)
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Re: anyone to review this?
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I really should look for a fast, tight alternative to node paths, that won't use too much memory. |
Re: anyone to review this?
hmm, navmeshes don't really use less memory than waypoints you know... 9_9
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Re: anyone to review this?
...unless your map is one big giant open room with no obstacles, in which case you only have one square for your navmesh! :)
But in general, yeah, navmeshes will use up more memory that waypoints unless you've got lots and lots of waypoints very close together. botman |
Re: anyone to review this?
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I'm just exploring the idea of alternatives to waypoints. On some RtCW maps, its VERY difficult to get around some obstacles, and lets the bots know where safe/valid places to move are, with waypoints alone. If I get annoyed enough, I might get off my lazy butt, and code up a navmesh or something similiar. :D btw: excellent article! :) |
Re: anyone to review this?
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btw William too is not inactive, check out his last publication: http://www.cgf-ai.com/docs/straatman...illzone_ai.pdf |
Re: anyone to review this?
read it. Looks good!
Also the meredians stuff is nice to be seen there. |
Re: anyone to review this?
apropos william : take a look at the killzone trailer : http://media.ps3.ign.com/media/748/748475/vids_1.html
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Re: anyone to review this?
yes, i saw the PS3 thingy at gamespot (2 hours long, yep). And i saw killzone there, omg.... it looks very neat.
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Re: anyone to review this?
Looks good, the only thing I can suggest is a more detailed explanation of the floyd-warshall algorithm - unless I'm the only one not getting it o_O.
Say we have a byte array of a map, with values ranging from 0 ( open ) and 1 ( closed ). If we want to find out if map[ x ][ y ] is a neighbour to map[ x + 1][ y ] how do we go about finding this out? I'm guessing that CanGoTo just checks if map[ x + 1 ][ y ] is open? Sorry if those are stupid questions, I tried looking for more on it but found next to nothing useful. Good work on the article though, lots of useful info that will be put into use in the future :D. |
Re: anyone to review this?
floyd warshall is used to get a path to another waypoint, or to get the distance between 2 waypoints. if a waypoint is a neighbor to another waypoint - you should be able to get this information from your world representation, that is for example from your waypoints which contain information to which they are connected.
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Re: anyone to review this?
To understand the floyd-warshall algorithm I advise you to pay attention to the code comments much more than the actual text that's supposed to explain it :)
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