A*+ Pathfinding |
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A more efficient method of pathfinding. [More] |
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A more efficient method of pathfinding. This should be better than step/walk_to since they seem to be CPU intensive.
- Currently tested in a 5,3,1 map producing ~0.000 CPU with every procedure on a 3.4GHz processor. Profile results (total time) If you would like to contribute your results, post your processor speed, map-size, and results from the profiler. |
Paulmontecillocabral: (Mar 20 2020, 4:27 am)
thank you so much
Xirre: (Oct 20 2015, 4:52 am)
I just came across this post again and remembered something. This pathing does not take bounds in to account. But, you can definitely have it use pixel movement. That is easy.
Xirre: (Oct 16 2015, 11:24 pm)
FKI wrote:
I was hoping this worked with pixel movement, but I guess this is more encouragement for me to design my own solution. Feel free to contribute to it. I'm hoping somehow we get to a point where we have a good system to use for all purposes. I'd be more than happy to explain the current system if you need me to. I just don't have the time to work on it myself since I committed myself to a partnership on a 3D project. FKI: (Oct 16 2015, 1:24 pm)
I was hoping this worked with pixel movement, but I guess this is more encouragement for me to design my own solution.
Nonetheless, interesting library. Xirre: (Sep 30 2015, 3:33 pm)
AERProductions wrote:
That would allow players to move through the door as well, though. I could make it so that it checks if each tile has an "interactable" variable set to true. If it does, then it calls obj:Interact() on it. Meaning, any object that has the interactable variable set to true MUST have an Interact() proc on it. As for adding nodes to them, I'd need a bit more thinking on that. In addition, I can also make it so teleporters can link to each other so they are neighbors. |
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