Fast Path Finding (part I)

June 11, 2013

The other day in class I was telling my students that sometimes simple strategies simply do not cut it. As an easy-to-understand example, I discussed the behavior of baddies in video games. If your game asks for the baddies to chase the player, the first thing you might try is to move the baddies in the direction of the player, without any other sophistication.


So the algorithm in this case is that you move the baddie closer to the player (or try to, as there might be obstacles), and this translates to something like two lines of code:

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