OK, I tried out Dijkstra Maps from this article: roguebasin.com/index.php/The_I

It sounds all pretty neat, but there are a lot of problems cropping up. Especially as the promises it makes, can't be uphold and it creates ambiguous/undefined behavior.

Also, my game isn't pen & paper complex (there won't be things like hunger, thirst, etc), so to be really honest, I won't use that.

Instead I just go with a state driven AI and "normal" path finding

Follow

In the end, state driven AI might use up more power per mob, as I have to pathfind for every mob, but I can mitigate that.

Also I can control behavior more easily and can use more efficient path finding algorithms, like A*

· · Web · 0 · 0 · 1
Sign in to participate in the conversation
Mootech

Small, friendly instance for friends. Come join us and be cute and soft and small and cute.