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Posted 14 December 1999 - 08:02 AM
Posted 08 December 1999 - 05:56 AM
Additionally, Amit Patel has assembled one of the best pathfinding resources on the web at http://www-cs-students.stanford.edu/~amitp/gameprog.html
Also, don't overlook the pathfinding capabilities of other algorithms like Dykstra's and Flood's. Use yahoo or alta vista and conduct searchs on the web for "shortest paths" and "mobile robots" to find papers that will introduce you to a wide variety of ways to find paths (some more applicable to 3D worlds without tiles/cell).
Posted 10 December 1999 - 04:24 AM
Posted 10 December 1999 - 09:38 AM
Posted 11 December 1999 - 05:15 AM
Posted 12 December 1999 - 04:46 AM
I would have to search through the Gamasutra archieves to tell you exactly where they are, and since you can do that just as easily as I can (from their web page) then I'm going to leave that up to you to do.
You should not have to go back any farther than the first of 1999. Definitely, no farther than mid-1998.
Also, FWIW, the author of those articles (and a pretty nice guy too) Dave Pottinger, will be giving a lecture on terrain/map analysis at the upcoming Game Developers Conference 2000 in San Jose in March 8-12, 2000.
Posted 12 December 1999 - 08:55 AM
(I will look for them one more time...)
[This message has been edited by Melo (edited December 12, 1999).]
Posted 12 December 1999 - 09:15 AM
Posted 13 December 1999 - 11:51 AM
So, I've sent an email to the editors asking where are these articles on Gamasutra and if I ever get a response and they tell me where they are, I'll post it here.
Posted 14 December 1999 - 04:54 AM