MrNicNacJoin Date: 2008-08-29 Post Count: 28554 |
http://www.roblox.com/A-Pathfinding-2-0-GUI-Fixed-item?id=50103054
I have fixed my messy algorithm (ironic). It now works perfectly (as far as I have tested). If you try to block the path completely, it will just not attempt to try a path. Go try it! I think it is pretty cool :) |
|
shoukstaJoin Date: 2009-12-01 Post Count: 1906 |
How fast does it generally calculate routes? |
|
Lucas_LuaJoin Date: 2008-06-18 Post Count: 7521 |
I'd applause and then shake your hand, but this is Roblox. |
|
MrNicNacJoin Date: 2008-08-29 Post Count: 28554 |
Lucas, if I took your statement right than this is the correct answer: This applies to Roblox.
|
|
|
Ah, I was about to be excited, but then you told me it was in 2D. :L |
|
MrNicNacJoin Date: 2008-08-29 Post Count: 28554 |
I don't like 3D pathfinding using gridded systems. Besides it being extremely slow in Roblox, I don't think I have the patience to do it. |
|
shoukstaJoin Date: 2009-12-01 Post Count: 1906 |
Can you not use a table grid instead of bricks? |
|
MrNicNacJoin Date: 2008-08-29 Post Count: 28554 |
For 3D pathfinding? If I were to try I would get all the bricks and put them into an array based on their X and Y positions. |
|
shoukstaJoin Date: 2009-12-01 Post Count: 1906 |
Yeah for 3D i use an array for my pathfinding grid in Java, but it's based of tiles. Theres nothing saying the grid has to be a physical object though. |
|
MrNicNacJoin Date: 2008-08-29 Post Count: 28554 |
I'm going to try speeding the pathfinder up to find a path using the maximum amount of Lua memory. |
|
zzextrazzJoin Date: 2010-07-26 Post Count: 61 |
If the 'source' is in there...
*Bows*
You answered mah prayers. Been waitin' for a working pathfinding GUI :D
If not...
Cool GUI. But you have not answered my prayers D: |
|
MrNicNacJoin Date: 2008-08-29 Post Count: 28554 |
Oh, I did forgot to "open source" it. I will do so. |
|
zzextrazzJoin Date: 2010-07-26 Post Count: 61 |
I didn't know this was a place, I thought it was a script.
*Sob*
BTW: What's that link under some people's names, such as MNN's? |
|
MrNicNacJoin Date: 2008-08-29 Post Count: 28554 |
@zzextrazz
It is a single script.
And the name below my join date is the primary group I am in. I use it as a title :P |
|
|
Amazing. 10x better because it's open source.
My only suggestion is to comment the code, so others can really learn from it. :D |
|
|
Nice! Here, have a cookie :)
*gives cookie* |
|
MrNicNacJoin Date: 2008-08-29 Post Count: 28554 |
Updated speed. It should never take more than a second now. |
|
|
Hey MNN, are you using binary heaps ? |
|
oysi93Join Date: 2008-04-27 Post Count: 12469 |
I've made a pathfinder before, but I decided to make a new one with guis, after looking at this. =P What yours displays, MrNicNac, seems to not show the concept of A*. I didn't look at your script, but I'm fairly confident you did use the A* method. But anyway, this shows it while it's figuring out the path. =P
http://www.roblox.com/Gui-Pathfinder-item?id=25729504 |
|
MrNicNacJoin Date: 2008-08-29 Post Count: 28554 |
Oysi,
I don't know what you mean by that Yours works the same as mine. It spreads out until the end point is added to my closed like. Then it backtraces the path finding the 'false parent' of each node. Thus finding the shortest path. The path is chosen based of the heuristic of each node. That is A*. |
|
|
From what I gather I think he means his highlights as it searches or turns them red if it decided not to uses them. |
|
MrNicNacJoin Date: 2008-08-29 Post Count: 28554 |
Oh so he is comparing the colors that the searched areas turn. I could do that by simply adding one line of code to my algorithm -.- |
|
|
No he means his highlights as it looks. It makes everything green until it hits the point then uncolors the green and makes the path green
Or something like that. |
|
MrNicNacJoin Date: 2008-08-29 Post Count: 28554 |
"Oh so he is comparing the colors that the searched areas turn."
It spreads out and each square that is obtained from the spread is turned a different color. Once the end point is added to the searched squares, it highlights the path it took to get there. Changing the rest of the searched squares back to a default color.
Just like I said. |
|