📄 readme.txt
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/* Copyright (C) William van der Sterren, 2002.
* All rights reserved worldwide.
*
* This software is provided "as is" without express or implied
* warranties. You may freely copy and compile this source into
* applications you distribute provided that the copyright text
* below is included in the resulting source code, for example:
* "Portions Copyright (C) William van der Sterren, 2002"
*/
/* Copyright (C) James Matthews, 2001.
* All rights reserved worldwide.
*
* This software is provided "as is" without express or implied
* warranties. You may freely copy and compile this source into
* applications you distribute provided that the copyright text
* below is included in the resulting source code, for example:
* "Portions Copyright (C) James Matthews, 2001"
*/
Program: A* Explorer
Author: James Matthews / William van der Sterren
Version: 1.1 (2nd October, 2001)
+ tactical extensions (27th January 2002)
- The original program was written as an example program for James Matthews chapter in
AI Wisdom published by Charles River Media, "Basic A* Pathfinding Made Simple".
- The program was extended for William van der Sterren's chapter in the Game Programming
Gems III book by Charles River Media, "Tactical Path-finding with A*"
- Check Generation5 or CGF-AI for latest executable and help files:
http://www.generation5.org/
http://www.cgf-ai.com/
=================================
F E A T U R E S
=================================
- Draw, load and save maps.
- View the A* tree and open/closed lists.
- Run or Step the A*.
- Breakpoints and 5 break conditions. Set a breakpoint by double-right clicking
on a point on the map. If that point is queried, the A* will break allowing
you to examine the tree as well as the open and closed lists.
- Dynamically view the A* search space.
- Place threats and see their lines-of-fire
- Experiment with tactical paths via a large number of cost-functions that
take threats and lines-of-fire into account
=================================
B U G S A N D Q U I R K S
=================================
- Quirk: If a node changes parent, the A* tree doesn't update
to reflect this.
- Quirk: Do not place the goal node on a impassable (black)
piece, since it will render the goal unreachable.
- Quirk: The A* tree doesn't update when "Continous Update"
is selected. This is for efficiency reasons.
- Bug : line-of-fire/line-of-sight isn't 100% symmetric,
the approximated LOF lookup table does not always
see all positions being covered by a threat as
under fire
=================================
F U T U R E F E A T U R E S ?
=================================
- Hexagonal map support.
- CAStar should really support distance function overloading.
- Improve the nasty saving/loading code.
- Improve the UI (single dialog to dial A* search settings, rather
than numerous menu clinks)
Any comments would be welcome at jmatthews@generation5.org
and william@cgf-ai.com
Enjoy!
- James / William
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