Newsgroups: comp.ai.games
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From: jla@cs.indiana.edu (jason almeter)
Subject: Re: "The Shortest Route"
In-Reply-To: bonar@math.rutgers.edu's message of 19 Mar 1995 14:37:47 -0500
Message-ID: <JLA.95Mar22083255@babblefish.cs.indiana.edu>
Organization: Indiana University Computer Science
References: <1995Mar13.231632.13723@blaze.trentu.ca>
	<TORMY.95Mar14124452@signy11.stud.unit.no>
	<3ki16b$3aj@math.rutgers.edu>
Date: 22 Mar 1995 13:32:55 GMT
Lines: 27

>>>>> "Doug" == Doug Bonar <bonar@math.rutgers.edu> writes:

 Doug> In article <TORMY.95Mar14124452@signy11.stud.unit.no>
 Doug> tormy@stud.unit.no (Tor Andre Myrvoll) writes:
 >> In article <1995Mar13.231632.13723@blaze.trentu.ca>
 >> basselstine@ivory.trentu.ca writes: ... Asks about shortest path
 >> algorithms...

[Dijkstra's Alg]

 Doug> 	Lots of people here have been talking about shortest path
 Doug> algorithms and the speed of computation.  But, it looks to me
 Doug> like most of the talk is concering games where the playing
 Doug> field (board) is fixed.  If that is the case, why can't you
 Doug> simply compute the shortest paths in the development stage and
 Doug> include them as table look-ups in the end product?  Sure, it
 Doug> means that the board is fixed (if it is a Doom type game, no
 Doug> shareware level editors will give good results, etc.). But in
 Doug> return you have no speed problem if you want computer controled
 Doug> pieces that use the distances/times.

Presumably, you need a level editor during development... Have the
level editor do the path computation for the final write to disk
(something like 'Compile Level').  Then just release the level editor
as shareware yourself.

-jason
