I've been stumped trying to find a fast way to do the following calculations. Given the following grid: (10x10) A B C D E F G H I J 0 . . . . . . . . . . 1 . . . . . . . . . . 2 . . . . . . . . . . 3 . . . . . . . . . . 4 . . . . . . . . . . 5 . . . . . . . . . . 6 . . . . . . . . . . 7 . . . . . . . . . . 8 . . . . . . . . . . 9 . . . . . . . . . . What kind of a routine would you create if you needed to perform the following actions? 1) A straight line computation from one spot to another for the purposes of determining if there are any obstacles in the way (mobs, objs, terrain) 2) A best fit approach for determining a walking path from one spot to another using the data present about objs, mobs, terrain features. I've been trying to devise a method to do it w/o a lot of processor cycles. So far the best I've been able to come up with is this: 1) Compute angle of travel. 2) Plot grid locations into an array following the path. 3) Examine array for objstacles and assign aim penalties, etc. Computing the angle, plotting the path and examining the array takes a good deal of time. I'm looking for a better way of determining the grid locations a bullet would pass through on it's way to the target. The array can be junked, of course, but the rest of it still takes a good deal of time. For the best fit, I'm stumped as to how to do it other than a take a step, evaluate best next step. repeat. This is unsuitable for use in mobile_activity :-) Thanks for any input you may have (including references to the correct books where I might find an algorithm for this sort of thing) --Mallory I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it. - Jack Handey +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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