Pathfinding
TeeEmCee <teeemcee <at> gmail.com>
2006-04-02 05:10:49 GMT
On 4/2/06, Mike Caron <caron.mike at gmail.com> wrote:
> On 3/30/06, Adam Perry <arperry at gmail.com> wrote:
> > Yes! Those are even better than what I had in mind.
> >
> >
> > Bob the Hamster wrote:
> > On Fri, Mar 31, 2006 at 12:41:42AM +1200, TeeEmCee wrote:
> >
> >
> > On 3/30/06, Adam Perry <arperry at gmail.com> wrote:
> >
> >
> > CP is down :(
> >
> > So I want to write a pathfinding routine for OHRRPGCE. Since it's for a
> > TRPG (read: FFT clone) I don't care too much if it takes a second to
> > calculate, but I don't want it to take too long and I care about finding
> > a fairly optimal path. I think I know a way to meet all of my needs, but
> > I want input on the following:
> >
> > 1. I heard plotscripting has generally sped up in recent releases! This
> > pleases me. This is kind of data-processing-intensive, so what can I
> > expect? I don't want to code the whole thing and then find out it takes
> > ten seconds to execute.
> >
> > Someone made a cool maze generation script once, so I used that as a
> > benchmark. It was prehaps 5-10 times faster on FB Game. However, I had
> > a fairly fast computer, and some people have had FB Game run scripts
> > slower! However, this is probably a bug/external.
> >
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