Re:How to smooth and spread A* paths for an RTS
by BlueTemplar on Wednesday February 01, 2023 @09:59AM
(#34611337)
I guess because while minimum turn radius is unavoidable in real life, most games prefer to minimize it and its consequences as much as possible, due to the explosion in complexity they create ?
The resulting algorithm bears similarities to Dijkstra's or A* (i.e. it is a sort of value iteration, see the "fast marching method") but yields a scalar field, whose gradient will give the direction of the optimal path at any point.