I am looking for a good tutorial about pathfinding. What I have read so
far is, Path lookup tables are faster than other techniques. The
algorithm I want to design is to be used in flash game.
I will appreciate your help.
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A* is very good, and has been efficiently programed in actionscript -
so you may not need to bother making lookup tables. Google pathfinding
for good tutorials.
Thanks Ed. I already checked some A* tutorials but practically in each
forum a read about the topic, people said that when you have a big map
A* becomes slow and here is where pre-computed method is better.
I will continue my quest
A* is can be made VERY fast and there is no restriction that you can’t
use precomputated data in your implementation of A*. The most basic A*
would look at the complete instance of the world but in most cases you
can use an A* network and futher enhance it with a layered network. A*
is more of a heuristic (and I’m using this term in a loose maner) or
guidence to a preference of choice when making a choice of direction. To
make a possibly long story short: Google A* and try it!
A complete path lookup table would require quite a bit of memory, and
it’s limited to maps that are statically defined (so paths cannot be
blocked at all).
A* has excellent runtime performance and even supports step-by-step
computing, so you can calculate the path synchronously with your frame
rate for maximum performance. In addition, the weighted system can be
dynamically defined, so you can add modifiers to your maps, such as
blocked off sections, heavily saturated areas, and so on to modify the
paths of other objects to avoid such things. And just as GroundKeeper
said, you can still use the A* to precalculate paths if that’s what you
want in the end.