(This is an ongoing series. I’m referring to things I did in the previous installment. If you’re new to this, I recommend starting at the first episode. This part is somewhat enjoyable without doing that, though.)
Tag Archives: pathfinding
Creating a Starcraft AI – Part 25: Partial path, complete pain
(This is an ongoing series. I’m referring to things I did in the previous installment. If you’re new to this, I recommend starting at the first episode.)
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I decided …
Creating a Starcraft AI – Part 22: Caveat Implementor
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In the latter part of the last episode, I outlined two problems I want to solve next. The first is to weigh in the direction of my target …
Creating a Starcraft AI – Part 21: Spiky stars and bad heuristics
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In the last part, I managed to work out some bugs in my in-area jump point pathfinding. Again, let’s climb up a level of my rabbit hole. The end …
Creating a Starcraft AI – Part 20: Philosophy and mining equipment
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In the last part I tried to solve a subproblem of a subproblem. BWEM is really not solving the exact problem I’m having (Not talking about midlife crisis, although …
Creating a Starcraft AI – Part 19: Pathfinding resulting in a rabbit hole (where cats are)
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First, a sub-problem from the last part. Given a start point, and a collection of endpoints, I’ll return the first endpoint that the flood fill reaches. This is …
Creating a Starcraft AI – Part 17: Smoking, Unboxing, Flooding
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A slight detour from the JPS problem first. I needed a way to write tests for stuff that can only be tested in-game, so I implemented a smoke test …
Creating a Starcraft AI – Part 16: Improving of the Things, and curbing CPU addiction
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After getting JPS to work reasonably well in the last part, for once I decided to tidy up, and improve things on the to-do list instead of diving …
Creating a Starcraft AI – Part 15: Code Scene Investigation
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As you might have guessed, the JPS code in the previous post wasn’t entirely correct. What a shocking revelation! I mean, it found some paths some times, much slower …