再译《A *路径搜索入门》之六
再译《A *路径搜索入门》之六
壶漏子 发表于3年前
再译《A *路径搜索入门》之六
  • 发表于 3年前
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摘要: 再译《A *路径搜索入门》之六

延伸阅读

Further Reading

 

好了,在你了基和一些先的概念感。在一点上,我建你到涉水我的源代该软件包包含两个版本,一个C ++,一个Blitz Basic。两个版本都大量注应该是相当容易行,相里是接。

Okay, now you have the basics and a sense of some of the advanced concepts. At this point, I'd suggest wading into my source code. The package contains two versions, one in C++ and one in Blitz Basic. Both versions are heavily commented and should be fairly easy to follow, relatively speaking. Here is the link.

 

http://www.blitzcoder.com/cgi-bin/showcase/showcase_showentry.pl?id=turtle177604062002002208&comments=no"

演示A *探路者(21.9

Sample Code: A* Pathfinder (2D) Version 1.9

 

如果您没有接触C ++Blitz Basic,两个小的EXE文件可以在C ++版本中找到。Blitz Basic版本可以通Blitz Basic网站下Blitz Basic 3D(不加Blitz Plus)的免费试用版本上运行。

If you do not have access to C++ or Blitz Basic, two small exe files can be found in the C++ version. The Blitz Basic version can be run by downloading the free demo version of Blitz Basic 3D (not Blitz Plus) at the Blitz Basic web site.

 

你也应该以下网页阅读如果你已经阅读本教程在他要容易明白得多。

You should also consider reading through the following web pages. They should be much easier to understand now that you have read this tutorial.

 

AmitA *是一个由阿米特帕特非常广泛引用的面,但它可以是一个有点混乱,如果你没有看过这篇文章第一次。非常得一。尤其Amit的自己的想法的话题

Amit's A* Pages: This is a very widely referenced page by Amit Patel, but it can be a bit confusing if you haven't read this article first. Well worth checking out. See especially Amit's own thoughts on the topic.

 

智能移:智能路径找:本文由布恩·斯托特在Gamasutra.com需要注册阅读。注册是免的,非常好达到篇文章,更不用可用那里的其他源。由布莱恩用Delphi写的程序帮助我学A *,它的背后是我的A *程序的灵感。它也介了一些替代A *

Smart Moves: Intelligent Path Finding: This article by Bryan Stout at Gamasutra.com requires registration to read. The registration is free and well worth it just to reach this article, much less the other resources that are available there. The program written in Delphi by Bryan helped me learn A*, and it is the inspiration behind my A* program. It also describes some alternatives to A*.

 

地形分析:是一种先的,但很有趣,文章由Dave Pottinger,有专业Ensemble工作室。家伙协调帝国代的展国王和年。不要指望在里明白了一切,但它是一个有趣的文章,可能会你一些自己的想法。它包括MIP映射,映射的影响力,有其它一些高AI /路径搜索的概念行了一些讨论

Terrain Analysis: This is an advanced, but interesting, article by Dave Pottinger, a professional at Ensemble Studios. This guy coordinated the development of Age of Empires and Age of Kings. Don't expect to understand everything here, but it is an interesting article that might give you some ideas of your own. It includes some discussion of mip-mapping, influence mapping, and some other advanced AI/pathfinding concepts.

 

其他一些网站得一

Some other sites worth checking out:

 

aiGuru路径搜索

aiGuru: Pathfinding

 

AI源:路径搜索

Game AI Resource: Pathfinding

 

GameDev.net路径搜索

GameDev.net: Pathfinding

 

,就是这样。如果你碰巧写使用些概念的程序,我很意看到它。我可以在到达

Well, that's it. If you happen to write a program that uses any of these concepts, I'd love to see it. I can be reached at

Posted Image

 

在此之前,祝你好运!

Until then, good luck!


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