🎉 Celebrating 25 Years of GameDev.net! 🎉

Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!

Crunchy pathy goodness

Published November 10, 2007
Advertisement
A while ago I talked about some A* implementation stuff I'd done that I was considering posting here for general enlightenment purposes. Nobody expressed any interest, but my ego is so huge that I refuse to take that as a sign that nobody is actually interested.

As such, I hereby imagine all of you - and yes, I know someone actually reads these damn things, because the view counter keeps ticking upwards - are hanging by a very thread, eagerly anticipating my words of algorithmic wisdom. Rest assured, I have not forgotten you - and wipe that drool off your chin.


Fact of the matter is, this thing just keeps getting cooler. My first stab at it was workable, but didn't really correctly solve nested pathfinding problems too well in highly dynamic cases; so I've reworked a few aspects, and ended up with an even more powerful arrangement. As soon as the kinks are ironed out and it passes unit tests again, I'll see about getting the code annotated and ready to post.

At the risk of inflating that overstuffed ego to the point of popping, I dare say this is some pretty darn nifty code, and its potential for doing cool things in solution-space searching gives me little shivery feelings up the spine.
0 likes 2 comments

Comments

rip-off
Curse you, how did you know there was drool! [grin]
November 10, 2007 11:20 AM
Jotaf
That's actually right on the spot :D
November 21, 2007 07:54 AM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Profile
Author
Advertisement
Advertisement