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Likely the fastest of all pathfinding methods available using Paths that branch out from central corridor 'A' to other connected Paths. It can still calculate the optimal route without using any distance checks at all.

How it does this is by having pre-configured Paths from A to Z as it spreads out away from central corridor 'A'. If a final path cannot be reached mid way then will find its last connecting path at 'A'. At each step is checked from the start to the end as well as from the end to the start until a final connection can be made.

Its like driving from your street to a closer main road that gets to the highway until you exit the highway to the next main road and then the final street. Paths can be from B to Z (after the central A) with 1,000 path nodes for each Path although can be expanded as necessary.

Each path node should be coded numerically in order for each path (ie B1, B2,B3 etc descending or ascending). Written by Robert Codell in JavaScript but can be easily converted into other languages.

Open paths must be inserted into 2 arrays - one for fast check path points (ie AB or BD) and the other to record the actual node names to output later. Runs very fast as very simply logic yet very functional.

After the highway "A" path - there are 25 uppercase letters remaining and 26 lowercase letters available for a default 51 separate paths available @ 1,000 nodes per path.

Free to use for any purpose by Robert Codell.

Creative Commons License (CC BY)

StatusReleased
CategoryTool
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorRobo25
Tagsastar, coppercube, game-code, javascript, path-finding, pathfinding

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Click download now to get access to the following files:

latest_6.js 6.4 kB

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