Pathfinding - How to find a dead path?
Hey guys, I'm making a game with XNA and I've ran into a wall...
I'm using A* to find paths for my little bots, but since the terrain is ever-changing, I need to check continually if it is possible to get from Point A to Point B. Using A* to check is very CPU consuming (as I just need a true/false, if there is a path between two points). I've read that A* is the fastest method (better than gready-first or Dijkstra's) so I don't know any other option...
I don't know any algorithm that would be able to quickly calculate if a path exists between two points, short of flying.
Thank you.
A* is the fastest.
Best thing to do is calculate the algorithm every time the map changes, once. If it's like worms, just calculate from one side to the other, then jump inbetween.
If it's 3D you are on your fucking own.
I'd suggest not calculating their full path then.
I've just givven up on that and just let my bots get trapped, they'll die a lonely death anyway D:
Draw a line between those 2 points and check if the line is inside any other object. Using XNA + .NET libraries shouldn't be that hard. (i'm saying this because all you said was that you need a true/false like answer)
If you are actually calculating that path.. well.. ^^
show us some screens of what possible paths might look like, might come up with a custom pathfinding thingie lolol
Well I need to know if a path exists, it doesn't necessarily need to be a straight path.
Here is a quick video on my current progress, it isn't much so... yeah