Timeline for Efficient path-finding on 2D tile-based multilevel map
Current License: CC BY-SA 3.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 29, 2012 at 3:40 | comment | added | House | Yep. Then use your HPA to get around the small obstacles. But knowing the general direction will help a lot. | |
| Dec 28, 2012 at 23:52 | vote | accept | gillis | ||
| Dec 28, 2012 at 23:03 | comment | added | gillis | Cool! And then just do pathfinding on the zones? With zones as nodes and the stairs between the zones as edges? | |
| Dec 28, 2012 at 22:58 | comment | added | House | That sounds like a rather efficient way of doing it, yes. To easily extend that to multiple levels you can just keep lists of zone IDs that have ladders into other zone IDs, making a simple connectivity graph without the need to iterate over all the nodes again. | |
| Dec 28, 2012 at 22:55 | comment | added | gillis | I like the idea of adding a zone ID to nodes! Does this seem like a good way to "tag" them? Get a list of all nodes. Pop the first node of the list, tag it with a zone and iterate all neighbours while popping them of the open list. When no more neighbours are available, go to the next available node. Increase zone ID and tag all neighbours. | |
| Dec 28, 2012 at 22:34 | history | answered | House | CC BY-SA 3.0 |