Earlier this year there were some good discussions on how to make a more
realistic tracking code, that actually followed someone, using a
track_struct, and that faded over time/weather/etc...  Thats What I plan on
doing for my tracking codes when I get around to it.  Tracking someone that
doesnt move is kinda silly;)

Josh
(if your really interested i might have the emails save, but there on the
mailing list archives somewhere)

----- Original Message -----
From: "Mike Barton" <[EMAIL PROTECTED]>
To: "Jason Gauthier" <[EMAIL PROTECTED]>; <[email protected]>
Sent: Thursday, November 07, 2002 5:57 PM
Subject: Re: Tracking Algorithm


> I've long been using the standard track code (merc aged).
> It's fairly complicated code, uses a lot of memory/CPU and is slow.
> While this type of algorithm is above my head, I'm wondering if any others
> have been written?
> (Or tips for increasing the performance on the stock merc one?)

I haven't ever seen a really good snippet for this either...  I've been
meaning to play with some code along those lines for quite a while now, but
I
just haven't had the time.

When you're talking about this type of algorithm (minimum spanning path on
an
unweighted, connected graph), the complexity is very bad (at best O(m*n)),
and there's just no amazingly wonderful way to do it.  The heuristic
algorithms to do it the fastest aren't simple, and the simple ways to do it
can be amazingly slow.
There is at least a lot of information on available.. it's a popular topic
since it basically has the same model as things like finding the best route
for traffic on a network.

--Palrich.


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