Re: How is the destination path calculated in strategy games? (Dijkstra's algorithm)
Yes, A* is right. Basically think of it as a the first best path. It doesn't calculate all possible paths, I think it calculates a certain number of possible paths, and goes with the shortest of those.
Originally Posted by mehaga
Thinking back to a game like the original Age of Empires, I think this is how the "Advanced Pathfinding" option worked, just boosting the number of possble paths checked.
I would guess that Dijkstra's algorithm would give *THE* shortes route, at the cost of taking a lot longer.
Last edited by dagoth_pie; September 5th, 2012 at 01:19 PM.
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