Jump to content


Member Since 16 Oct 2013
Offline Last Active Today, 07:38 PM

Posts I've Made

In Topic: Find and delete Vector element

Today, 04:49 PM

which fails on the std::find line

Fails how? 

In Topic: My a* pathfinding is very slow... (c++)

Today, 02:18 PM

I would expect start == goal to return just an empty path (length 0).

Could it be that you're still too slow, and that you're exceeding some time-limit they're enforcing?

What about trying to just generate a bunch of maps, and for those maps generating every single path possible (from all starts go to all ends), seeing if something fails.


EDIT: Something else to consider -- if you reverse the path, do you get the same path-length in all scenarios? If there's a mis-match, then you have a bug.

In Topic: My a* pathfinding is very slow... (c++)

Today, 08:50 AM

but all maps I try it on works fine, so I might be stuck

Some suggestions for variations to test... What happens (and what should happen) in the following scenarios:

...if start and end are the same?

...if you cannot reach end from start (i.e. there is no valid path)?

...if end and/or start is inside collision (i.e. invalid map and/or invalid positions)?

...if start and/or end is not inside the map (i.e. invalid positions given for start and/or end)?

...if there is no valid map provided?

In Topic: Repeatedly loading

Yesterday, 01:40 PM

you shouldn't be seeing ads anyway

True, but we already have both a thread and various online conversations going on that subject :P 

In Topic: My a* pathfinding is very slow... (c++)

22 March 2017 - 02:39 PM

Even if it doesn't cause a bug it's already costing you performance

Why does static incur a performance hit?