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DarkBASIC Discussion / Nobody is willing to code A* pathfinding in DBC?

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Astar
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Posted: 16th Jul 2004 07:03
I searched all threads in this forum.
Only find one by DBpro.

Who can give a very simple example? Just a simple map,some obstacles,and make a object find other objects using A* pathfinding!

I will add it into a FPS game..Hope somebody can help!
Please!!!!!!!!!!!!
zenassem
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Posted: 16th Jul 2004 08:37
It Shouldn't be hard to port from dbpro to dbc on an algorithm like this. Much will be the same.


Jess T
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Posted: 16th Jul 2004 14:45 Edited at: 16th Jul 2004 21:01
Astar,
I can tell you now that you haven't searched that well.

There are numourus A* Pathfinding explanations on alot of these boards.
And, on top of that, I think it was Megaman who converted IanM's A* Pathfinding DBP code to DBC.

Have a look in the Program Announcements.

Jess.

[EDIT]
Have a look at this thread;
http://forum.thegamecreators.com/?m=forum_view&t=31297&b=1&p=0
Yes, it IS DBP, but in my explanation, I didn't use code.
[/EDIT]


Team EOD :: Programmer/Logical Engineer/All-Round Nice Guy
eat much pie
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Posted: 16th Jul 2004 23:33
Although A* is OK, it isn't all that fast (checking for the existance of object in specific places all the time).

I'm currently making a Checkpoint Router program that allows AI characters make their way around your levels. It's simple click-to-use software, and there are loads of cool functions in there as well (like tactical positioning).

For more info, visit my site (link is in sig).

Also, visit the forum page: http://forum.thegamecreators.com/?m=forum_view&t=32596&b=5

Checkpoint Router: my very own AI routing program: http://eatmuchpie.dbspot.com
Phaelax
DBPro Master
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Posted: 17th Jul 2004 07:44
A* is quite fast I think. It just depends on the size of your map, and how well the algorithm is implemented.

What method are you using if not A*? Is it just a waypoint system?

"eureka" - Archimedes
eat much pie
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Posted: 17th Jul 2004 17:00 Edited at: 17th Jul 2004 17:02
It's a waypoint/checkpoint system, but I have code that gives it all the functionality of A*.

It can manage active objects (ie. lockable doors, blockable passages). It can work in full 3d (eg. flight games) and also in games where you walk around a 3D world (eg. FPS, RTS, RPG, etc.). It isn't a rigid system (ie. if a character is forced off course, he won't waste time trying to get to where he was going if there's a shorter/safer route). It handles tactical positioning (so you can find tactical positions when attacking/hiding from enemies). It doesn't let you walk off of cliffs (unless you want to, as there's an override).

That's basicly all you need from a routing system, and it's an easy to use interface for setting up the checkpoints and for using it while programming means that a total novice to AI can get to grips with it within minutes; although it is also powerful enough for the more seasoned programmers.

Are there any other features that A* has that I haven't listed? If so, I'd like to add them to my program.


Checkpoint Router: my very own AI routing program: http://eatmuchpie.dbspot.com
Night Giant
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Posted: 18th Jul 2004 14:45
Quote: "(checking for the existance of object in specific places all the time)."


if i recall correctly A* pathfinding doesn't entail anything like that. you check the grid boxes surrounding the entity trying to find a path, and that shouldn't be too slow to do since you would just be checking a data file if done well.

oh, wow. insignificantpunks.cjb.net.
no: website for progs yet.
Phaelax
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Posted: 18th Jul 2004 19:23
Sounds interesting. I think your system contains more than A*, as all that does is find a path within a map. It can be adjusted to find the shortest path, but that's all it really does.

"eureka" - Archimedes

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