Timeline for Connecting nodes for A* algorithm
Current License: CC BY-SA 4.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| 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 |