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This reminds me of the documentation for how the game Liquid War did their pathfinding. The interesting relevance is that it does not use a uniform grid when ca
by awirth 8y ago
This reminds me of the documentation for how the game Liquid War did their pathfinding. The interesting relevance is that it does not use a uniform grid when calculating the gradients, but instead coalesces squares into power-of-two squares to "cheat"
https://ufoot.org/liquidwar/v5/techinfo/algorithm https://ufoot.org/liquidwar/v5/techinfo/algorithm
- Cyphase 8y agoOh man, Liquid War. That brings back memories. I'll have to give Liquid War 6 a try. Thanks for the nostalgia.
- tonetheman 8y agoI looked that game up Liquid Wars 6 is a GNU game. Who knew. https://www.gnu.org/software/liquidwar6/manual/liquidwar6.html#In-a-nutshell https://www.gnu.org/software/liquidwar6/manual/liquidwar6.ht... It is funny... the manual tells you a lot about the game ... just not how to actually play. Sigh.
- kbenson 8y ago> It is funny... the manual tells you a lot about the game ... just not how to actually play. That feels fitting for a GNU project. Copious amounts of information, little of it immediately useful for your current question.