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A* Pathfinding.
#16
Well... Back to your original Q, I read the tut. I've even started my own A* project, hehe. Sorry. Anyway...

What you need to do, is take the G Score of the square you are checking. Next, add the G Cost of that square (How much it will cost to move to that square) to the current G Score of your "Current" square. If the sum is less than the G Score of the square you are checking, then this way is faster and hence the better way to go. Change the parent square of the square you are checking to the "current square.

Look at the diagram in the Tutorial. They are very helpful. If you don't get it still, then ask.
quote="Deleter"]judging gameplay, you can adaquately compare quake 4 with pong[/quote]
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Messages In This Thread
A* Pathfinding. - by pr0gger - 06-23-2005, 09:14 PM
A* Pathfinding. - by DrV - 06-23-2005, 09:56 PM
A* Pathfinding. - by pr0gger - 06-24-2005, 04:45 AM
A* Pathfinding. - by dumbledore - 06-24-2005, 05:08 AM
A* Pathfinding. - by pr0gger - 06-24-2005, 05:22 AM
A* Pathfinding. - by Agamemnus - 06-24-2005, 09:27 AM
A* Pathfinding. - by pr0gger - 06-24-2005, 10:01 AM
A* Pathfinding. - by Anonymous - 06-24-2005, 10:42 AM
A* Pathfinding. - by pr0gger - 06-26-2005, 12:24 AM
A* Pathfinding. - by dumbledore - 06-26-2005, 05:49 AM
A* Pathfinding. - by pr0gger - 06-26-2005, 06:09 AM
A* Pathfinding. - by Agamemnus - 06-26-2005, 06:42 AM
A* Pathfinding. - by pr0gger - 06-27-2005, 03:36 AM
A* Pathfinding. - by Sisophon2001 - 06-27-2005, 08:59 AM
A* Pathfinding. - by Agamemnus - 06-27-2005, 06:58 PM
A* Pathfinding. - by Torahteen - 06-28-2005, 03:33 AM
A* Pathfinding. - by Torahteen - 07-03-2005, 09:24 AM
A* Pathfinding. - by pr0gger - 07-06-2005, 04:55 AM
A* Pathfinding. - by pr0gger - 07-06-2005, 05:16 AM

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