Quote:
Originally Posted by coreys
Oh, I also forgot to mention that I changed the h-score equation to a revised manhattan equation that takes diagonal movement into account. The equation favors diagonal movement.
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Neat. Nice work
Quote:
Originally Posted by Twinny
I haven't read either but diagonals are very important. My logic used 10 for horizontal/vertical while 14 for diagonal otherwise it took a very long time to reach sometime diagonal from it's point of origin.
On another random note, I found a* algorithms start to go real bad once you're above the 64*64 tile range.... implement a method to work with a node based system? =D (i'm way too lazy)
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It already takes diaganol movement into account, just not in the "h-score".
Diagonal movement "costs" 14 and horizontal/vertical was 10 (1,1,sqrt(2) triangle)...and with A* that would make moving to a diaganol node less favorable because it's considered to be a longer distance. However, if taking a diaganol path will get you to the final location quicker, it still will to a certain extent.
Keep in mind this searches tile-by tile, and doesn't take into account that a straight line to the target might be the quickest approach (like if there's no walls)...might be something else you could add.