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21581: Re: [MUD-Dev] Tech: Pathfinding with Rooms
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From: Christopher Kohnert <chris@achaea.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 30 Nov 2001 11:42:38 -0700
References: [1]
Organization: Kanga.Nu
David Bennett wrote:
> On Fri, 29 Jun 2001 vognsen@post10.tele.dk wrote:
>> If you really need realistic path finding and the like I don't
>> think the standard room model is up to the task. As you mention
>> yourself, positioning everything on a grid simplifies the
>> problem.
> Discworld uses a Depth first search, with weighting based on
> pseudo-coordinates. The co-ordinates are calculated using the
> exit directions, every exit has a direction associated with them
> and an offset from the current rooms co-ordinates. This works
> quite well.
Out of curiosity, are you using exit weights of 1 here? If so, your
room graph must be awfully uniform (if your coords are calculated
purely from exits). If not, I can only assume that those coords are
provided by the builder in the building process.
Chris
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