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Hey there, it is a little bit ambiguous what you mean by "find an algorithm that performs better". Do you mean in terms of runtime, or in the "quality" of the p
by emmanueloga_ 2y ago
Hey there, it is a little bit ambiguous what you mean by "find an algorithm that performs better". Do you mean in terms of runtime, or in the "quality" of the path?
Sooner or later, someone will link to Amit's pages, so it may as well be me :-). Since you are talking about ray casting, perhaps your "performance" question is about the shape/quality of the path. From Amit's: "The most common question I get when people run pathfinding on a grid is why don’t my paths look straight?" [0]
I also recall a video by the 8-Bit Guy [1] where he discussed his pathfinding hacks for Planet X16. Due to hardware limitations, he had to get creative with his path finding. Probably not super-relevant to your project, both could be fun/inspiring in the sense of finding a less traditional way of doing things that really fits your project needs.
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0: https://www.redblobgames.com/pathfinding/a-star/implementation.html#troubleshooting-ugly-path https://www.redblobgames.com/pathfinding/a-star/implementati...
1: https://youtu.be/HP4ObKlCe6w?feature=shared&t=360 https://youtu.be/HP4ObKlCe6w?feature=shared&t=360
- Farer 2y agoOh, I saw that blog too. It helped me a lot to be inspired. What I mean by "performance" is that I want to minimize preprocessing, and I want to minimize the amount of computation I can do even when I'm navigating in real time. I'll definitely watch the video you gave me. Thank you!