> The other coder and I were talking about how the stock code handles the > *finding the shortest path* the victim, and basically he we agreed that it > has to parse through all the rooms. > Wouldn't there be a better method to FIND the shortest path to a victim ? > And secondly, what about terrain? can that be thrown in to the > equation? eg. I did some research a while back on this and stumbled across an algorithm called A* (A-STAR) which will calculate the shortest path between two objects on the mud. It's kind of complex (I was just beginning to figure out how it worked when I got distracted by another project) but is very optimized and very fast from what I saw. I may still have the C source somewhere if you want to e-mail me for it. Otherwise, do an altavista search for +astar +track +mud or some such. If I've just made a fool of myself because A* is in the stock code, I apologize <LOL> -Tony +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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