Author Topic: One A*, to rule them all  (Read 9702 times)

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: One A*, to rule them all
« Reply #25 on: 27 March 2010, 04:43:13 »
I came across some videos of pathfinding that someone else has done with Glest. http://www.youtube.com/user/ciingames
That's pretty cool.  I especially liked the automatic group assignment.  I think it would have to be integrated with some kind of indicator on the minimap for it to be really useful, but I don't know of any other games that do this, so it would maybe be a way to make Glest stand out.

silnarm

  • Local Moderator
  • Behemoth
  • ********
  • Posts: 1,373
    • View Profile
Re: One A*, to rule them all
« Reply #26 on: 28 March 2010, 06:20:01 »
I had actually seen that some time ago, I did some digging around and discovered it was a university project, unfortunately it was never publicly published (to my knowledge).

Everything is in place now to do these things, generic A*, influence maps, and function objects to build influence maps using the generic A*, it'll largely be a process of 'assembling the pieces'.
Glest Advanced Engine - Code Monkey

Timeline | Downloads

 

anything