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Splitting scene into nodes for A*
Hello, I have been studying A* for a while now and would like to code it my self (not use external modules). However the one thing I cannot wrap my head around is how to break up the scene into individual nodes so that I can keep a list of open and closed nodes for A*
Thanks
... which is the most complex problem in the entire thing.
That may be the case, which would explain why I dont understand it
It has been awhile since I've done A* stuff, but I think you can create an A* Node component and then place the nodes in the scene. Each node component can keep a list of nodes that it connects to, and the price/weight of getting to that node.
When perfor$$anonymous$$g A* for a character, you have the character find the nearest node, and then perform A* to the goal. I think there are problems if a character can't see any nodes - then he is just stuck. I also believe that you can also have pickups, like medkits, double as path nodes so characters can easily find them.
Sorry to be so general, but I haven't done A* since I was in school!
Thanks for the help! The only thing is I know that I could manually put down pathnodes but id hope it would be more generilized so that I could theoretically put the object anyware and have it find it's way around without setting thousdans of pathnodes around the scene
Well, the problem is that that is really complex. Automatically generating a graph that can be used for A* is far more complicated than calculating the solution itself, given an existing graph.
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