3 ms·
Dijkstra’s algorithm is not what you would use for efficient path finding. See http://theory.stanford.edu/~amitp/GameProgramming/#pathfinding http://theory.stan
by Jakob 9y ago
Dijkstra’s algorithm is not what you would use for efficient path finding. See http://theory.stanford.edu/~amitp/GameProgramming/#pathfinding http://theory.stanford.edu/~amitp/GameProgramming/#pathfindi... for details.
I think the biggest problem is collisions with other moving objects. I haven’t seen any library which solves this in a general manner for all kinds of games since they have different strategies. In Starcraft the most efficient way for a group of units to pass a bridge might not be the best one (e.g. sending fast and weak units first without any defense).
Nowadays I don’t know of any bigger game with particular bad pathfinding, though.