Difference between revisions of "Talk:The Incredible Power of Dijkstra Maps"
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Awesome! This has turned my map analysis problem from a nightmare to a cute puppy! I can now take an arbitrary map and determine some very interesting properties which I use to intelligently place entities. [[Mysterious Castle]] has just got a whole lot better! --[[User:eclectocrat|eclectocrat]] | Awesome! This has turned my map analysis problem from a nightmare to a cute puppy! I can now take an arbitrary map and determine some very interesting properties which I use to intelligently place entities. [[Mysterious Castle]] has just got a whole lot better! --[[User:eclectocrat|eclectocrat]] | ||
This sounds very similar to [https://www.redblobgames.com/blog/2024-04-27-flow-field-pathfinding/ flowfields], you may find many resources about them useful. --[[User:Bnut|Bnut]] ([[User talk:Bnut|talk]]) 06:28, 27 May 2025 (UTC) |
Latest revision as of 06:28, 27 May 2025
This is a fantastic article, thanks for the writeup. :) I've actually been using a near-identical method to calculate mob pathfinding in Remnant Core, and I was planning on using a tweaked version for a Crawl-style auto-explore, though I'd never considered its use for monsters fleeing or goal-oriented AI. Certainly something to think about! --Gravecat 19:14, 29 April 2010 (UTC)
Awesome! This has turned my map analysis problem from a nightmare to a cute puppy! I can now take an arbitrary map and determine some very interesting properties which I use to intelligently place entities. Mysterious Castle has just got a whole lot better! --eclectocrat
This sounds very similar to flowfields, you may find many resources about them useful. --Bnut (talk) 06:28, 27 May 2025 (UTC)