Pathfinding.js – Visualizations and Playground(qiao.github.io) |
Pathfinding.js – Visualizations and Playground(qiao.github.io) |
Are there any path finding algorithms for orthogonal grids optimized for frequent changes in the environment, particularly moving opponents in a game where you can't predict their next move with certainty? A* and friends do well at finding shortest paths between a start and a goal, but what if the obstacles change after you start along that path?
It chooses the next location by whatever one has the lowest "length of best known path to get there + estimate for distance to goal". The estimate for distance to goal is usually something like "distance as the crow flies".
Also, any idea what the 'Trace' algorithm at the bottom is? It seems significantly faster/more efficient than the others but I can't find it in the github repo and the live version of the library is minified.
Edit: Ugh, how do I escape an asterisk? >.<
Does anyone know what the "Trace" algorithm does? I can't find anything on Google.
says "Remove Trace finder as it is the same as BestFirstFinder"
otherwise mighty well done!
Ideas to add:
- a short description of the algorithm
- zoom out
+ knight tour
Joke aside: kudos on turning a perceived frustration into a feature fix. I wouldn't have thought about that.