swood Posted April 27, 2013 Report Share Posted April 27, 2013 I just found this amazing project on Github, which gives a great representation of how different pathfinding algorithms work. As expected, the A* algorithm currently used in the game works just fine, but the new Jump Point Search algorithm is unbelievably fast!Since I'm not exactly experienced in AI- or pathfinding coding, I was wondering if implementing the Jump Point Search was possible and if the effort would be justified by increased performance?http://qiao.github.i...ding.js/visual/ Quote Link to comment Share on other sites More sharing options...
Yves Posted April 27, 2013 Report Share Posted April 27, 2013 Check out this. Quote Link to comment Share on other sites More sharing options...
quantumstate Posted April 27, 2013 Report Share Posted April 27, 2013 There is a stalled pathfinder improvement patch which uses JPS. http://trac.wildfiregames.com/ticket/1756Edit: Yves has already pointed to a forum thread about this same thing. Quote Link to comment Share on other sites More sharing options...
swood Posted April 27, 2013 Author Report Share Posted April 27, 2013 Ah, I must have overlooked this one. Thanks anyways. Quote Link to comment Share on other sites More sharing options...
scroogie Posted May 7, 2013 Report Share Posted May 7, 2013 So if I see that correctly, the WIP-Pathfinder is a hierarchical A* with JPS optimization on a Grid of 16 cells per terrain cell with unit-based clearance and using a points-of-visibility algorithm with higher precision obstruction edges on the local step (local being the way to the next high level waypoint?)? That seems like quite a beast. Quote Link to comment Share on other sites More sharing options...
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