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Thread: Fast Flash Pathfinding Example

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  1. #1
    Senior Member webgeek's Avatar
    Join Date
    Sep 2000
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    1,352
    I don't know if it's in this thread or not, but as I've posted before this is NOT the ultimate use of the technique. It's really intended to be used in maps where the nodes can be placed as needed rather then on a grid. I used the grid as simply a way to show people how it would work.

    Also, you are assuming every node must always be connected to every other node. You can use varying levels of grids to get the same effect at much less memory usage. Or, even better, use different searching techniques as needed. For instance, use a fine-detail A* algo to find your way to the door of a room and use this to find your way from room to room. Make sense?

  2. #2
    Junior Member
    Join Date
    Mar 2007
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    Hi webgeek! Thanks for the reply. I see your point that the technique suits far better for dungeon games or adventures. I was just thinking of an implementation in an RTS game in which there is just one single map and the grid is nescessary to allow fast interaction between agents and to allow every unit to go anywhere on the map, not just to predefined nodes. Anyway, maybe the idea is weird, but I'll try and post the memory usage results, because no other approach can be that fast at runtime.

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