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Timeline for Connecting nodes for A* algorithm

Current License: CC BY-SA 4.0

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Nov 11, 2022 at 21:50 comment added DMGregory I think a navmesh is a smarter and lower-complexity way to connect your nodes. Your current nodes become the corners of convex polygons, and you can A* over the polygon adjacency graph. This simplifies a clique of many nodes that all have line of sight to each other into a single unit representing a whole swath of traversable area.
Nov 11, 2022 at 21:47 comment added Zoler1337 Thanks for the help! Do you think there is any way to connect my nodes in a smarter way and thus reducing the complexity or is it fruitless?
Nov 11, 2022 at 21:17 comment added DMGregory Searching for "python nav-mesh" seems to turn up quite a few leads.
Nov 11, 2022 at 20:56 comment added Zoler1337 I've sumbled upon it but not really. Do you know any good guides or such that I can apply on python? From what I've seen it's mostly in Unity etc and I don't know any game engine yet.
Nov 11, 2022 at 19:57 comment added DMGregory This is often solved by implementing a nav mesh — have you looked into this?
Nov 11, 2022 at 18:40 history asked Zoler1337 CC BY-SA 4.0