再譯《A *路徑搜索入門》之六

延伸閱讀ios

Further Readingweb

 

好了,在你了基和一些先的概念感。在一點上,我建你到涉水個人源代該軟件包包含兩個版本,一個C ++,一個Blitz Basic。兩個版本都大量注應該是至關容易行,相裏是接。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

 

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

演示A *探路者(21.9網站

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

 

若是您沒有接觸C ++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Blitz Basic網站下Blitz Basic 3D(不加Blitz Plus)的免費試用版本上運行。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

 

你也應該如下網頁閱讀若是你已經閱讀本教程在他要容易明白得多。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.

 

AmitA *是一個由阿米特帕特很是普遍引用的面,但它能夠是一個有點混亂,若是你沒有看過這篇文章第一次。很是得一。尤爲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:智能路徑找:本文由布恩·斯托特在Gamasutra.com須要註冊閱讀。註冊是免的,很是好達到篇文章,更不用可用那裏的其餘源。由布萊恩用Delphi寫的程序幫助我學A *,它的背後是個人A *程序的靈感。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:是一種先的,但頗有趣,文章由Dave Pottinger,有專業Ensemble工做室。傢伙協調帝國代的展國王和年。不要期望在裏明白了一切,但它是一個有趣的文章,可能會你一些本身的想法。它包括MIP映射,映射的影響力,有其它一些高AI /路徑搜索的概念行了一些討論

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.

 

其餘一些網站得一

Some other sites worth checking out:

 

aiGuru路徑搜索

aiGuru: Pathfinding

 

AI源:路徑搜索

Game AI Resource: Pathfinding

 

GameDev.net路徑搜索

GameDev.net: Pathfinding

 

,就是這樣。若是你碰巧寫使用些概念的程序,我很意看到它。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

Posted Image

 

在此以前,祝你好運!

Until then, good luck!

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