Timeline for Constrained/penalized distance function
Current License: CC BY-SA 3.0
8 events
| when toggle format | what | by | license | comment | |
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| Jul 2, 2013 at 14:24 | answer | added | David T Wilcox | timeline score: 1 | |
| Apr 8, 2012 at 1:09 | comment | added | sigma.z.1980 | OK, here's the challenge: the character needs to et to some entry on the grid without being killed by an enemy which performs a random walk. For this purpose the step that the cahracter takes has to account for 1)distance to the target 2)distance to the enemy. What's the best way of doing it? | |
| Apr 6, 2012 at 15:58 | comment | added | John Calsbeek | You need to say, at minimum, what you consider "not working very well." | |
| Apr 6, 2012 at 15:02 | comment | added | aaaaaaaaaaaa | Maybe you should just skip all the maths and tell us in plain words what behaviour you are trying to achieve. | |
| S Apr 6, 2012 at 11:29 | history | suggested | Laurent Couvidou | CC BY-SA 3.0 |
Added more tags, closed a parenthesis, added more "code samples"
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| Apr 6, 2012 at 11:03 | comment | added | Laurent Couvidou |
I'm not sure I understand what your problem is. Is that an AI problem, i.e. is your "character" or "hero" located in (x1,y1) computer-driven? If so, are you trying to make this AI both go to its goal, let's say in (xg,yg), and avoid its enemy in (x2,y2)? Please try to clarify this a bit.
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| Apr 6, 2012 at 10:58 | review | Suggested edits | |||
| S Apr 6, 2012 at 11:29 | |||||
| Apr 6, 2012 at 8:59 | history | asked | sigma.z.1980 | CC BY-SA 3.0 |