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Author Topic: HTML +JS path-finding simulator  (Read 21819 times)

Melting Sky

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Re: HTML +JS path-finding simulator
« Reply #30 on: March 02, 2016, 09:52:49 pm »

This is a very interesting topic. I am not well versed in path finding algorithms so this has been quite educational. My question is, do we have a rough idea of how DF path finds?

Another question I have is, are their pathing algorithms that work from both starting and end points simultaneously and then which meet up in the middle and if so what is the name of this style of path finding algorithm?

For instance with a lot of mazes there are possible end and start points that are in fact impossible to reach, such as with the caged demons. In such cases it would save a lot of processing power if the algorithm started from both end points since it would figure out quite quickly that one end point, the caged demon, is trapped and thus the game can stop exploring nodes far more quickly than if it keeps trying to path from the other end point.

I would love to see what the path finding engine looks like on DF. Thinking about this has certainly changed how I will design my forts in the future.
« Last Edit: March 02, 2016, 10:11:21 pm by Melting Sky »
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