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Re: Generic Game Design Question

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Generic Game Design Question
From: "Joseph J. Strout" <joe at realsoftware dot com>
Date: Mon, 21 Nov 2005 08:25:50 -0700
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <20051118180024 dot 8DD3FEAEB78 at lists dot realsoftware dot com> <5e8b2ed29d8d948ff5a29a3f026cf22c at adelphia dot net>
At 12:15 PM -0500 11/19/05, Thomas Compter wrote:

In my research on the net, I've heard discussion of "path finding" algorithms, but they seem to be referring more to 1st person shooter type games where the AI or game has to figure out the shortest path between two given points.

Not at all; path-finding is a very general algorithm that is in fact far more straightforward to implement and understand on a grid than in the complex space of FPS games.

   My problem is the inverse:  I need to find every location within range.

Can anyone suggest or point me to an algorithm that would do what I'm looking for?

Yep, a path-finding algorithm will do exactly that (you simply terminate the search at a certain cost, and then report all the cells found). I recommend getting a copy of issue 1.5 of RB Developer, which explains various path-finding algorithms with REALbasic code and examples.

  <http://www.rbdeveloper.com/browse/1.5/1510/>

Best,
- Joe

--
Joe Strout                          REAL Software, Inc.

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