- Joined
- Dec 31, 2005
- Messages
- 712
Hello guys,
After millions of years away from the Hive and map editing, I have come back for a while with a few ideas to try out.
One of them is a TD with dynamic path check. That is, the path will be checked at the moment a player places a tower.
The arena is always rectangular, possibly with obstacles, and divided in 64x64 squares (cells) like the screenshot. I already have means to know the status of each cell (passable or blocked), and now I need an algorithm to find a path (any path) between the start (green !) and the end (orange !).
I have tried some approaches (depth-first, breadth-first, simplified A*) but all of them stops for no reason when the path gets too long. Could the reason be a JASS function limitation (function executed for too long, or too many loop iterations)?
Thanks already
After millions of years away from the Hive and map editing, I have come back for a while with a few ideas to try out.
One of them is a TD with dynamic path check. That is, the path will be checked at the moment a player places a tower.
The arena is always rectangular, possibly with obstacles, and divided in 64x64 squares (cells) like the screenshot. I already have means to know the status of each cell (passable or blocked), and now I need an algorithm to find a path (any path) between the start (green !) and the end (orange !).
I have tried some approaches (depth-first, breadth-first, simplified A*) but all of them stops for no reason when the path gets too long. Could the reason be a JASS function limitation (function executed for too long, or too many loop iterations)?
Thanks already