Open DrkSephy opened 10 years ago
Yes, thanks for the reminder.
Could you post any resources you have on this issue? I'd like to assist as well.
Ideally, our end-goal should look something very similar to this.
Original post: http://www.briangrinstead.com/blog/astar-search-algorithm-in-javascript-updated Demo: http://bgrins.github.io/javascript-astar/demo Source code: http://github.com/bgrins/javascript-astar
Don't necessarily think you need A* considering efficiency isn't much of an issue for a turn based game. If I have the time, might give a shot at doing some sort of path finding algorithm which will at least take into account max distance and tiles that can be passed through but are occupied. As I told David, currently the the A* algorithm has those two hacked on at the end, which is why it produces bad results.
Pathfinding currently ignores arbitrary weights (terrains). Perhaps its time to start implementing a new A* algorithm?