algorithm - Swamp/dead-end pruning in non-grid maps -
are there existing algorithms finding , avoiding problematic areas (swamps, dead-ends) in pathfinding when using non-grid maps? there plenty available grids either avoid these areas or pseudo-avoid these areas way of jump point recursion, etc., have yet find useful quadtrees, navigational meshes, or other non-uniform maps.
dead-end detection , swamps not grid specific. they're evaluated on grid maps.
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