Jump to content

  • Log In with Google      Sign In   
  • Create Account


A* speed


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
23 replies to this topic

#21 Delpee   Members   -  Reputation: 109

Like
0Likes
Like

Posted 12 March 2012 - 03:56 PM

Awesome, I'll await the post ;-).

Sponsor:

#22 amile duan   Members   -  Reputation: 95

Like
0Likes
Like

Posted 12 March 2012 - 08:20 PM

I think you can double the speed on mostly empty areas by spreading from both the start and end and finding the path when the 2 areas collide somewhere, but in a tight maze it might be slower...

This is a good advice for you ,and I am really agree with .

#23 Cornstalks   Crossbones+   -  Reputation: 6974

Like
0Likes
Like

Posted 12 March 2012 - 08:51 PM


I think you can double the speed on mostly empty areas by spreading from both the start and end and finding the path when the 2 areas collide somewhere, but in a tight maze it might be slower...

This is a good advice for you ,and I am really agree with .

You read my comment about this, right?
[ I was ninja'd 71 times before I stopped counting a long time ago ] [ f.k.a. MikeTacular ] [ My Blog ] [ SWFer: Gaplessly looped MP3s in your Flash games ]

#24 slicer4ever   Crossbones+   -  Reputation: 3414

Like
0Likes
Like

Posted 13 March 2012 - 05:24 PM


I think you can double the speed on mostly empty areas by spreading from both the start and end and finding the path when the 2 areas collide somewhere, but in a tight maze it might be slower...

This is a good advice for you ,and I am really agree with .


I have to agree with cornstalks, on a theoretical principle, it can speed things up, but i expect cornstalk's example of where it would fail's would be common. as well, if it does succeed and follow the same path to meet with the starting search grid, if searching from start to end produces the same path as start/end meeting in the middle, than you have most likly gained nothing.

the only scenario where this is useful imo, is if the end point is blocked from the starting point, in a small room, where the end search would produce that the two nodes are not reachable much quicker than start-end search.
Check out https://www.facebook.com/LiquidGames for some great games made by me on the Playstation Mobile market.




Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS