Pathfinding for Symbian game

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3 comments, last by Eldritch 18 years, 3 months ago
I have been looking at various pathfinding algorithms (A*, BFS and Dijkstras), because I need one for my Symbian game. Though, the problem is that they are far too advanced for a Symbian app, since Symbian is such as limited system in terms of system resources. I am therefore wondering, if there is any pathfinding algorithm that might work for a Symbian game. The game is built up using an 11x13 grid of tiles.
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With just an 11x13 grid I have trouble believing that A* is too much for the Symbian to handle. If you could tell us more about the game though, we might be able to offer a more specialized solution.
Turring Machines are better than C++ any day ^_~
Well, what would you like to know specifically?
Well for one, what problems are you having?

A* is an extremely quick, low requirement algorithm, and runs fine on my Palm pilot..
No problems so far. I am worried that it won't work on such a limited system, but if you say it should work, I'll give A* a try (done it before for a Windows game) :)

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