hi, I don't know if that is enough for a 3 month project. Perhaps a few more things could be added.
cheers, On Thu, Apr 2, 2009 at 12:02 PM, Orcun Avsar <orc....@gmail.com> wrote: > its only little time left for submiting deadline but i want to share > quickly my ideas with you about AI module and i can work for a > proposal. I red some discussions about this on the mailing list. Here > is my opinion. A* algorithm is not a very hard thing to write. Porting > it from C may make it faster but i think main question here how to > make it more usable. It should be used with minimal effort. Finding > shortest way is not as good as finding shortest way in shortest time > but algorithm or code can be healed, changed in future but usage must > be same and good. I plan to write a astar pathfinding module that is > practical to use. > something like first registering sprites or rects to module(rect > objects have coordinates and size ). Rect objects are general with all > games and this is better than creating a matrix or scanning a surface > for colorkeys. > pathfinder.register( user.rect ) > pathfinder.register( enemy.rect ) > pathfinder.register( house.rect ) > > and any time using some function like this pathfinder.findway > (start=user.rect,dest=house.rect) > and it can return a result like node points of shortest path like > ( (12,32), (12,300), (400,300) ) that each node consist of x and y >