Timeline for Correct way to handle path-finding collision matrix
Current License: CC BY-SA 3.0
9 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jul 30, 2012 at 1:16 | vote | accept | Freesnöw | ||
| Jun 5, 2012 at 17:17 | history | bounty awarded | CommunityBot | ||
| May 31, 2012 at 0:19 | comment | added | Freesnöw | Well, it is some good information non the less. Don't worry, I've already +1'd you for that :) | |
| May 30, 2012 at 23:35 | comment | added | Gavan Woolery | Fair enough, just trying to point you in (what I thought would be) a good direction. I was not expecting this to be a candidate for best answer, just providing some info - always happy to elaborate if need be, but generally I don't have much time to write more than short answers. :/ | |
| May 30, 2012 at 23:06 | history | edited | Gavan Woolery | CC BY-SA 3.0 | added 598 characters in body |
| May 30, 2012 at 23:02 | comment | added | Freesnöw | It just doesn't sound like you are explaining anything to me. I didn't say I had to use multiple arrays, that is just how my current PF library works. If you could give details on implementation, that would be a little bit better. What makes a SE answer good quality is when your answer argues why your solution is the best. Your answer just seemed dull and unhelpful. It's nothing against you. I'm sure your reasoning for using it is fine, it just didn't seem to clarify much in the way you displayed your information (Link to wikipedia with a summery from Wiki and a picture from it). | |
| May 30, 2012 at 22:56 | comment | added | Gavan Woolery | @XanderLamkins - I am aware that you want to use multiple arrays, but I am trying to suggest a better solution. Managing multiple arrays probably is not going to help you in terms of speed and memory usage. Here is how I would implement it: Use a quadtree where each node has a value between 0.0 and 1.0 (representing how full of collidable objects the quadrant is). That way you can plot out paths recursively selecting sections that are the least "full". To build the quadtree, its just like a mip map: add up all the collidable units and divide by the total number of units. | |
| May 30, 2012 at 19:58 | comment | added | Freesnöw | I've read about this, however, it doesn't really have anything to do with my question. My question is how to implement something like this into my system. I need to know how I should handle the changing of my arrays to represent the accuracy needed. | |
| May 29, 2012 at 22:43 | history | answered | Gavan Woolery | CC BY-SA 3.0 |