c++ - A* pathfinding work with big open list -
i work on project demands use a* algorithm. in project select player left click , guide him in map right click, gameplay of thousand strategy game. graphics 2d, little game don't starve , game developped sfml / c++.
i need use a* deplacement of player, indeed if obstacle appears on road has avoid it. moment, don't know how apply grid map, want place tree / rocks , other stuff anywhere in order not see grid cells. open list composed of pixels, not solution think ^^, algorithm pretty slow. if have solution realistic rendering while keeping fast algorithm i'd happy hear it. :)
thank in advance,
do have screenshot?
the pathfinding grid, , rendering grid can different. zelda used different sized tiles movement , rendering.
navigation mesh
this may overkill map structure, may use navigation mesh.
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edit: if haven't read it, amit has great resource: http://theory.stanford.edu/~amitp/gameprogramming/
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