Dijkstra Pathfinding with Python
Started by asnowcappedromance, Dec 01 2011 11:31 PM
17 replies to this topic
#13
Posted 25 March 2012 - 04:55 PM
sure, no big deal, be my guest
Manuel Tausch
senior FX TD - Rhythm & Hues
#14
#16
Posted 27 March 2012 - 05:09 AM
Manuel, I'm trying to implement your solution into my level generator and its working fairly well. (I've added in an image)
The 3D grid is invisible in the image, but I've photoshoped in some dark red markers to give you a sense of depth in the image.
cooking times get rather long very fast however and the more complex it gets the higher the chances are one or more lines aren't generated correctly. I'm not sure if this is related to the algorithm or due to the foreach nodes.
I am getting a lot of "breaking while loop" warnings however.
The 3D grid i'm using has roughly 10.000 points with roughly 8-12 connections each.
vi_rus, would it be ok if I try to implement your HDK version?
And if it is, do you have an example file that I can try to implement?
Thank you in advance. Though I'd understand if you refuse.
The 3D grid is invisible in the image, but I've photoshoped in some dark red markers to give you a sense of depth in the image.
cooking times get rather long very fast however and the more complex it gets the higher the chances are one or more lines aren't generated correctly. I'm not sure if this is related to the algorithm or due to the foreach nodes.
I am getting a lot of "breaking while loop" warnings however.
The 3D grid i'm using has roughly 10.000 points with roughly 8-12 connections each.
vi_rus, would it be ok if I try to implement your HDK version?
And if it is, do you have an example file that I can try to implement?
Thank you in advance. Though I'd understand if you refuse.
Edited by hyperforce, 27 March 2012 - 07:07 AM.
My Procedural FPS level generator:
http://forums.odforc...vel-generation/
Email: erwinheyms@gmail.com
http://forums.odforc...vel-generation/
Email: erwinheyms@gmail.com
#17
Posted 27 March 2012 - 08:51 AM
if you are going the hdk route anyway, wouldn´t it be the easiest to use one of the many existing graph-libraries like bgl (boost graph library), igraph, ...?
most libraries provide numerous shortest path algorithms that should be pretty fast for around 10000 points.
petz
most libraries provide numerous shortest path algorithms that should be pretty fast for around 10000 points.
petz
Edited by petz, 27 March 2012 - 01:19 PM.
#18
Posted 19 April 2012 - 12:21 AM
I thought I'd show you what your Dijkstra's Algorithm solution has allowed me to build so far:
I'm using it to build the corridors and where they cross smaller rooms as you can see below:
I'm using it to build the corridors and where they cross smaller rooms as you can see below:
My Procedural FPS level generator:
http://forums.odforc...vel-generation/
Email: erwinheyms@gmail.com
http://forums.odforc...vel-generation/
Email: erwinheyms@gmail.com
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