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Post Number: 1
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Sithiee
FNG
Group: Members
Posts: 1941
Joined: May 2000
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Posted on: Jan. 19 2001,14:30 |
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I guess ill move my topic here....
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Post Number: 2
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iso9k
FNG
Group: Members
Posts: 114
Joined: May 2000
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Posted on: Jan. 19 2001,21:09 |
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good idea. I felt it should have been here all along.
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Post Number: 3
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aventari
Jedi Knight
Group: Members
Posts: 662
Joined: Dec. 2000
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Posted on: Jan. 19 2001,23:49 |
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and i have no idea what you're talking about Sithiee
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Post Number: 4
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Sithiee
FNG
Group: Members
Posts: 1941
Joined: May 2000
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Posted on: Jan. 20 2001,00:00 |
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well im starting to understand it by looking at stuff online....ill say it again. A* is an algorithm that is used for pathfinding. like yknow in reviews of rts games, where they say pathfinding is good, or its bad, or whatever? thats pathfinding. i think the best breakdown of it ive found is this...http://www.gamedeveloper.com/features/19970801/pathfinding.htm bur i cant figure out exactly how im supposed to do the heuristic estimate...yeah, i might pass Independant Study this quarter after all...
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Post Number: 5
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Post Number: 6
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CatKnight
Jedi Republican
Group: Members
Posts: 3807
Joined: Dec. 2000
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Posted on: Sep. 24 2001,15:37 |
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I used a heuristic D* algorithm for an AI flying recon robot at work. You can just search the net and plug in the algorithm to whatever program you are using.
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