Recently, after adding wolves, I set the wolves' field of view to be wider than that of rabbits and conducted tests, during which I confirmed that the

Research on a new method of pathfinding algorithm for performance improvement

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2025-01-06 06:30:06

Recently, after adding wolves, I set the wolves' field of view to be wider than that of rabbits and conducted tests, during which I confirmed that the A* algorithm was not performing well. This is because, in the current Breathing World, it uses coordinates that are subdivided into a width and height 16 times larger than the 1920 x 1080 terrain and plant coordinates. So, the wolf server is actually currently stopped. The wolves visible on the screen right now can just be considered cached data.

The existing A* algorithm is very well-known and has already been proven to deliver sufficiently good performance. However, despite my limited skills and knowledge, I am challenging myself in this project to implement a pathfinding algorithm that performs far better than this.

This is fundamentally the same concept as the ray concept used in 3D engines. However, since I am working in a 2D context and diagonal movement is not allowed, I only made slight adjustments.

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