Timeline for Which Pathfinding Algorithm is Best For My Case?
Current License: CC BY-SA 4.0
13 events
| when toggle format | what | by | license | comment | |
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| Aug 2, 2020 at 2:19 | comment | added | DMGregory♦ | @liggiorgio's description of A* is not correct. A* is guaranteed to find the best solution - that's what the * in A* means (in the field of discrete optimization, a * is commonly used to designate an optimal solution). The algorithm is structured to ensure it finds and returns the shortest/lowest-cost path to the goal before any longer/more expensive path, so in that sense it does find "the first available" but not in the sense of happenstance or greedy approximation. Its speed comes from its use of a heuristic to prioritize the most promising directions. | |
| Aug 2, 2020 at 2:02 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Apr 4, 2020 at 2:01 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Dec 6, 2019 at 2:00 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Oct 5, 2019 at 15:00 | history | tweeted | twitter.com/StackGameDev/status/1180498004081549313 | ||
| Aug 8, 2019 at 1:01 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Apr 10, 2019 at 0:03 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Mar 19, 2019 at 16:17 | comment | added | liggiorgio | A* may be a good choice even if it's "a bit too poweful" simply because it's faster than other options: it doesn't find the best solution, it finds the first available. On the other hand, if your level environment is dynamic, you may want to take a look at simpler steering behaviours algorithms, such as "chasing", "wandering", and "avoiding", to give the idea of moving around. | |
| Mar 11, 2019 at 23:22 | comment | added | Agent Tatsu | I'd considered A* which is considered the best by many sources, but it seems a bit too powerful for simple obstacle avoidance in open space. Also, it seems to operate on static environments, where the environment in my game is always changing. | |
| Mar 10, 2019 at 20:04 | answer | added | VaTTeRGeR | timeline score: 1 | |
| Mar 10, 2019 at 18:25 | comment | added | Vaillancourt♦ | What type of algorithm have you considered so far? | |
| Mar 10, 2019 at 18:05 | review | First posts | |||
| Mar 19, 2019 at 16:17 | |||||
| Mar 10, 2019 at 18:01 | history | asked | Agent Tatsu | CC BY-SA 4.0 |