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by xtagon
2668 days ago
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This is a very useful tool and helped me understand Jump Point Search for a hobby project, which as it turns out is significantly faster than A* for certain use cases. Are there any path finding algorithms for orthogonal grids optimized for frequent changes in the environment, particularly moving opponents in a game where you can't predict their next move with certainty? A* and friends do well at finding shortest paths between a start and a goal, but what if the obstacles change after you start along that path? |
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