2 Girls 1 Game
Hobbies & Interests group with 74 members, open to all membersJoin us every week for our definitive one-stop podcast to quench your thirst for outstanding independent games. From clever old school 8-bit freebies...
Indie Game Developer (like the movie). I made a couple of games and I usually tweet a lot.
We're sorry, but no images, videos or audio files have been added to this gallery.
If you would like to share media with the community, sign up and you can.
0 comments by DJ_Link on Oct 28th, 2010
For my current project I've been working with A* as a path-finding solution.
Basically it's a way to get from point A to point B.

This is used for AI in games mostly on tiled based games, It's very simple to understand and implement.
As A* traverses the graph, it follows a path of the lowest known cost, keeping a sorted priority queue of alternate path segments along the way. If, at any point, a segment of the path being traversed has a higher cost than another encountered path segment, it abandons the higher-cost path segment and traverses the lower-cost path segment instead. This process continues until the goal is reached.
![]()
The major choke point is the heuristic used to calculate which node to take next. I've started by using Manhattan Distance.
Its primary advantage is that it will generally get you to the target faster than most alternatives. Its primary drawback is that in a 8-way pathfinder so it is not guaranteed to give us the shortest possible path.
Although it works fast it's not accurate and if I forced for finding the shortest possible it was rather slow for my 80x44 grid (3520 tiles), sometimes taking 3-4 seconds to find a path.
I decided to take another approach and using Diagonal Shortcut, its primary advantage is that, because it is balanced, it is able to fully consider small modifiers like a turning penalty or influence map modifier like having a non walkable tile, a rock, a tree, whatever. It is a bit slower than the Manhattan method, though.
In case you are wondering the 10 and the 14 are to define if it's a diagonal or a horizontal/vertical movement since diagonals take longer to traverse than straight lines of course.
After I'm getting much faster movements.
It's not that Manhattan is worse and you shouldn't use it, it all depends on the application your using.
* On a square grid that allows 4 directions of movement, use Manhattan distance.
* On a square grid that allows 8 directions of movement, use Diagonal distance.
This is a video I've done using Manhattan distance using tile grids generated from a black and white image.
Join us every week for our definitive one-stop podcast to quench your thirst for outstanding independent games. From clever old school 8-bit freebies...
Desura is a community driven digital distribution service for gamers, putting the best games, mods and downloadable content from developers at gamers...
Different Pixel is an indie game studio formed by one programmer and one designer. Our main goal is to create games using creativity and art in a way...
This is the official Desura group for the indie game blog/community DIYGamer.com. Feel free to link up with other readers, speak about any and all indie...
A group dedicated to indie and standalone game development.
Each month we will bring to you new (and old updated mods) released to play in an easy to digest video format. Sit back, grab some popcorn, and tune in...
Latest tweets from @dj_link
@konjak Phantasy Star 4, Landstalker, Warlock
9hours 57mins ago
If you guys never watched The Prestige do yourselves a favor and watch it.
11hours 10mins ago
Rumors of a retail version of Earthbound, that would be cool, but highly unlikely. Unless its a remake…I better not even think about it.
11hours 46mins ago
RT @oliviawilde: When is my phone going to learn that I never, ever meant to write "ducked up"?
12hours 0mins ago
@nickgravelyn usually hate mine too, but after some time I grow attached to them. You should put a dev mode where everything gets replaced.
12hours 1min ago
@flaxed and I have more sources too of course
12hours 20mins ago
@flaxed lol, I never said where I read that. Also if I even write anything good about WiiU it can’t surely be from a kotaku source
12hours 20mins ago
@nicalis any word on this? I would really like to play it
15hours 22mins ago
oh look, a full scale lego x-wing, with only 5,335,200 bricks T.co
16hours 30mins ago
So I tried Project X Zone demo, I liked what I understood, but I have no idea what was going on for the most part.
17hours 41mins ago
wow um PortuguÊs por aqui
isto hoje em dia é dificil de encontrar
bem boa sorte para o teu projecto, segundo li, estás quase a acabá.lo.
Fico à espera ;)
cheerz
Heheh thanks.
Só vi agora aqui o comment. Pensava que o indieDB alertava. É difícil fazer track a isto tudo.
Sim está mesmo quase o jogo. Vamos lá a ver.