A* pathfinding

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Imerion
Posts: 200
Joined: Sun Feb 09, 2014 4:42 pm

A* pathfinding

Post by Imerion »

Sorry for always asking for so much help. But I thought it couldn't hurt asking if someone happens to have a working example of an A* algorithm for ZGE?

I really thought I'd be able to get this working, but I only get endless loops and other weird behaviour.

I have a simple 2D array, with a model on a certain coordinate which is supposed to reach another coordinate with a few obstacles in the way. I have tried loads of times now with various implementations, but I can't get it to work.

I've been looking at these, but it hasn't helped that much :
http://www.codeproject.com/Articles/988 ... ementation
http://buildnewgames.com/astar/
http://www.dotnetperls.com/pathfinding
Imerion
Posts: 200
Joined: Sun Feb 09, 2014 4:42 pm

Post by Imerion »

I used another solution for the moment. Might return to this in the future. :)
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jph_wacheski
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Post by jph_wacheski »

I also asked a while back if anyone had an implementation of path-finding,.

I was thinking if an implementation on an array as well,. however what about using a bitmap to take advantage of the multi-threading now offered there?

my Mine game needs path-finding to move units around,. as do most games with any sort of "level" I suppose,. I did try a couple times and got rather frustrated at my lack of logic/math ability,. no need to invent the wheel though so any one done this??

perhaps there is already a .dll rado1 could integrate for speed?
iterationGAMES.com
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Kjell
Posts: 1876
Joined: Sat Feb 23, 2008 11:15 pm

Post by Kjell »

Hi jph,
jph_wacheski wrote:I was thinking if an implementation on an array as well,. however what about using a bitmap to take advantage of the multi-threading now offered there?
You don't need to use the Bitmap component for that though .. the latest Beta includes a Thread component & function ( startThread ) equivalent.

K
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