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好了,現在你已具備了基礎知識和一些先進的概念感。在這一點上,我建議你到涉水個人源代碼。該軟件包包含兩個版本,一個是C ++的,一個是Blitz Basic的。兩個版本都大量注釋,應該是至關容易執行,相對來說。這裏是鏈接。app
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.less
演示代碼:A *探路者(2維)1.9版網站
Sample Code: A* Pathfinder (2D) Version 1.9ui
若是您沒有接觸到C ++或Blitz Basic,兩個小的EXE文件能夠在C ++版本中找到。Blitz Basic版本能夠通過在Blitz Basic網站下載Blitz Basic 3D(不加Blitz Plus)的免費試用版本上來運行。this
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.idea
你也應該考慮通過如下網頁閱讀。若是你已經閱讀本教程,現在他們要容易明白得多。spa
You should also consider reading through the following web pages. They should be much easier to understand now that you have read this tutorial.
Amit的A *頁:這是一個由阿米特帕特爾很是普遍引用的頁面,但它能夠是一個有點混亂,若是你還沒有看過這篇文章第一次。很是值得一試。尤爲見Amit的本身的想法的話題。
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.
智能移動:智能路徑查找:本文由布賴恩·斯托特在Gamasutra.com須要註冊閱讀。註冊是免費的,很是值得剛好達到這篇文章,更不用說可用那裏的其餘資源。由布萊恩用Delphi編寫的程序幫助我學習A *,它的背後是個人A *程序的靈感。它也介紹了一些替代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:這是一種先進的,但頗有趣,文章由Dave Pottinger,有專業的Ensemble工做室。這傢伙協調帝國時代的發展國王和年齡。不要期望在這裏明白了一切,但它是一個有趣的文章,可能會給你一些本身的想法。它包括MIP映射,映射的影響力,還有其它一些高級AI /路徑搜索的概念進行了一些討論。
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.
其餘一些網站值得一試:
Some other sites worth checking out:
aiGuru:路徑搜索
aiGuru: Pathfinding
遊戲AI資源:路徑搜索
Game AI Resource: Pathfinding
GameDev.net:路徑搜索
GameDev.net: Pathfinding
嗯,就是這樣。若是你碰巧編寫使用這些概念的程序,我很樂意看到它。我能夠在到達
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
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在此以前,祝你好運!
Until then, good luck!