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Re:Pathfinding for Tower Defense by awirth on Tuesday January 01, 2019 @12:15PM (#18801050)
This reminds me of the documentation for how the game Liquid War did their pathfinding. The interesting relevance is that it does not use a uniform grid when calculating the gradients, but instead coalesces squares into power-of-two squares to "cheat"

https://ufoot.org/liquidwar/v5/techinfo/algorithm

Re:Pathfinding for Tower Defense by Cyphase on Tuesday January 01, 2019 @04:39PM (#18802555)
Oh man, Liquid War. That brings back memories. I'll have to give Liquid War 6 a try. Thanks for the nostalgia.
Re:Pathfinding for Tower Defense by tonetheman on Tuesday January 01, 2019 @07:59PM (#18803451)
I looked that game up Liquid Wars 6 is a GNU game. Who knew.

https://www.gnu.org/software/liquidwar6/manual/liquidwar6.ht...

It is funny... the manual tells you a lot about the game ... just not how to actually play. Sigh.

Re:Pathfinding for Tower Defense by kbenson on Tuesday January 01, 2019 @08:35PM (#18803569)
> It is funny... the manual tells you a lot about the game ... just not how to actually play.

That feels fitting for a GNU project. Copious amounts of information, little of it immediately useful for your current question.