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On Sun, 24 Aug 1997, Gary Barnett wrote: > I've been stumped trying to find a fast way to do the following calculations. > > Given the following grid: (10x10) [snip] > 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) Use the slope of the line. Take spot2's y, subtract spot1's y. Take spot2's x and subtract spot1's x. Simplify the fraction. Then just follow the slope. For instance, say spot2 is 14 units north, and 7 units east of spot1. First you get the slope (14/7 == 2/1), then you go 2 units north, 1 unit east, 2 units north, 1 unit east, etc. until you reach spot2. You could also start out going 1 unit east, then 2 units north, etc. > 2) A best fit approach for determining a walking path from one spot to > another using the data present about objs, mobs, terrain features. Could you be more specific about the environment? Are you trying to do this in a CircleMUD environment, or is it for some other game? The reason I ask is that you were describing the space as a 2d grid (which CircleMUD's rooms certainly don't form). If you're dealing with normal 2d or 3d space there are a couple algorithms you can try. A* is probably what you want. You can find info on it and other cool stuff at: http://theory.stanford.edu/~amitp/GameProgramming/ http://hem.passagen.se/fmj/pathfinder/index.html http://www.imada.ou.dk/~breese/navigation.html If you're doing this for CircleMUD, however, just stick with the same algorithm used in graph.c for the track skill. I'm sure it's possible to use a better one, but the math is beyond me. :) +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+

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