AI pathing in a deterministic game
I've been trying to work on a game which implements (mostly) deterministic gameplay. The premise is it runs per frame (an int that I've defined, not a screen update frame) in chunk...
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I've been trying to work on a game which implements (mostly) deterministic gameplay. The premise is it runs per frame (an int that I've defined, not a screen update frame) in chunk...
I was looking for a 2D game that mixes grid-based A* with freely-placed objects, but it seems like this approach is never used. All games with free positioning for objects such as...
Search gets expensive when every path looks equally possible. That is the real problem. A heuristic gives the algorithm a sense of direction. It does not solve the problem by it...
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