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Pathfinding

Trep Cosmo
Registered User
Join date: 3 Mar 2005
Posts: 101
07-05-2005 01:07
My ALife project has been put on a back burner. However, I've not moved far from the subject.

I'm searching for a low-memory pathfinding algorithm. Doesn't need to be shortest path or anything. Just something that works well and can adapt if I throw random blocked paths into the mix. There's a catch, the "map" will be relatively large. The number of nodes will most likely be outrageous.

I'm planning on creating a system to store the "map" outside the actual pathfinding script. So really I just need something that's light on memory inside the algorithm; while it's doing its calculations.

I'd love to be able to use A*, but it looks to me like it'll be too memory intensive. And I'd use a "right turn only" method, but I'd like to be able to get the shortest path.

Any websites with pseudo-code even will help. Maybe someone could find me what the NASA boys used on the Mars explorer?? *giggles* Or even a console gaming resource. I think the GBA uses a tiny amount of memory.
Moopf Murray
Moopfmerising
Join date: 7 Jan 2004
Posts: 2,448
07-05-2005 01:20
Trep,

Not sure if these are of any use to you, but there's a couple of pathfinder scripts on the forum already:

/54/ea/44148/1.html
/54/de/38405/1.html
/15/d0/4405/1.html

You may have already found these, so apologies if I'm wasting your time with this reply :D
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Trep Cosmo
Registered User
Join date: 3 Mar 2005
Posts: 101
07-05-2005 12:18
Aye, I've seen those, thanks Moopf.

I'm looking into alternatives to the methods those people use. Technology moves fast, I figure someobody may have come up with something faster and smaller.
Laukosargas Svarog
Angel ?
Join date: 18 Aug 2004
Posts: 1,304
07-05-2005 12:41
[edit] removed suggestion, I should've read the thread more thoroughly ! ;)


Take a look on GameDev.net and use the CiteSeer search engine to obtain a wealth of info on this subject.