4 ms·
A* was pretty new back then. Previous iteration of games just 2-3 years older used older algos, or invented new path finding algos due CPU constraints.
by frik 10y ago
A* was pretty new back then. Previous iteration of games just 2-3 years older used older algos, or invented new path finding algos due CPU constraints.
- omginternets 10y agoA* dates back to 1968 [0] It's an extension of Dijkstra's algorithm that adds a few heuristics. [0] http://ieeexplore.ieee.org/document/4082128/ http://ieeexplore.ieee.org/document/4082128/
- hjnilsson 10y agoA* is much older than that. Age of Empires and Warcraft for example used it 10 years before F.E.A.R.
- frik 10y agoI was speaking about RTS and in the sense of Age of Empires 1 and Empire Earth. The main dev of both this titles Rick Goodwell mentioned A* was used in Empire Earth the first time, older AoE1 used an older less CPU intensive algo. @omginternets: > dates back ... extension of ... adds a few heuristics. Blabla, BS. Fact is Empire Earth was one of the very first computer games to use A* algo. Age of Empires 1 used a worse faster different algo. Fact is in the age before Wikipedia and Google, decade old papers of obscure algos were more or less lost and forgotten. They were written on paper with no digital copy readly available. So game devs often reinvented things without not knowing of previous work, it took several years until the early 2000s that this old stuff got scanned and made public viewable.
- E6300 10y ago> The main dev of both this titles Rick Goodwell mentioned A* was used in Empire Earth the first time, older AoE1 used an older less CPU intensive algo. Citation? The only mention I can find about the pathfinding algorithm used by Age of Empires is this: http://artho.com/age/pathfinding.html http://artho.com/age/pathfinding.html A* is supposed to be an optimization of Dijkstra's. I don't know why you call it CPU intensive.
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