Alain Galvan ๐ŸŒž is a user on octodon.social. You can follow them or interact with them if you have an account anywhere in the fediverse. If you don't, you can sign up here.

At some point, I want to pick up tinkering with my "game" Parsec Patrol. My last semi-abandoned challenge was trying to work out how to ensmarten baddies to navigate a dynamic asteroid field.

Learned a bunch about a bunch of pathfinding algorithms, none of which quite worked. That or, I didn't quite implement them well. Have some ideas to move forward, like decomposing the scene into a map on every frame and running A* on that.

lmorchard.github.io/parsec-pat

Of course, decomposing the scene into a map on every frame and running A* and throwing a way the result on the next frame sounds horribly wasteful and braindead.

My hunch is I just haven't learned the right stuff yet.

Alain Galvan ๐ŸŒž @alain

@lmorchard One possibility is reducing the polling rate of A* searches from every frame to every 0.05 secs, this could also serve as a "reactiveness" level for individual enemies. Some weaker enemies can have an even slower polling rate.

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