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From: schaefer@Uni-Augsburg.DE (Peter Schaefer)
Subject: Re: Choice of direction of movement algorithms
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Date: Fri, 2 Jun 1995 15:53:10 GMT
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: In article <D8pK7J.2xL@news.hawaii.edu>,
: Wesley Tanaka <wtanaka@Hawaii.Edu> wrote:
: >Given two coordinates (lets say there are two sailing ships), and an 
: >integral grid playing field (i.e. they can only be at (3,4) or (-2,-5) or 
: >(0,2), not (2.3,3.3))  How can I choose a direction for movement (from 
: >the 8 cardinal(?) directions) which will take me along a natural straight 
: >line between the two players?  If I use bresenham's algorithm, the player 
: >won't go in the (visual) same direction, even if the other one doesn't 
: >move.

I think i got what you mean.
Why not use bresenham algorithm just for the flagship and
move the other ship accordingly ?

The only other way i see to solve the problem is to use more 
map squares.
pitfiend
