Posted: 8th Jun 2003 0:50
@IanM - Did you post this in the DBDN CodeBase? (It would be useful if it isn' there)
Posted: 8th Jun 2003 1:46
I will as soon as I'm happy with what I've got.

I'm considering some heavy changes at the moment - writing a new function for each slightly different system I have just doesn't seem right.
Posted: 10th Jun 2003 21:05
Latest Changes:

A*8 and A*8R searches rolled into a single function
Added a Flood8 and a Flood8R search (in a single function)
Added a new function to enable or disable the restricted diagonal code.
Updated all search functions to allow a 'cost' based cut-off - especially important to restrict the time taken for the flood searches.

I think I'll give this a rest for now ... at least until I need to account for different cost for each cell, or someone convinces me that they really need it

The latest testbed code is in the next post.
Posted: 10th Jun 2003 21:06
Testbed code

Both now added to Codebase for you Rob
Posted: 11th Jun 2003 21:57
Excellent. The algorithm will really start to be useful when I start dealing with AI. I am using a memblock matrix so the grid is already nicely defined.
Posted: 15th Jun 2003 2:04
cool, i could use this for my rts
Posted: 15th Jun 2003 13:39
IanM, I haven't looked at the code yet but does yours stop the player from going down a dead end? My paths are usually OK but sometimes the player can get lead down a dead end corridor.
Posted: 15th Jun 2003 18:20
Phaelax: Help yourself

David89: You will never get a dead-end from these search routines. They either find a way to the target and populate the path, or won't.