Re:Optimizing A* for grid maps
by stcredzero on Saturday February 21, 2015 @11:19PM
(#9088210)
I've been thinking about doing this for procedurally generated dungeon maps. Basically, randomly add some subset of grid squares, then work out naive as-the-crow-flies connectivity between the closest neighbors to generate the sparse graph.
For straightforward corridor and room maps, each corridor/room object just becomes a node.
For straightforward corridor and room maps, each corridor/room object just becomes a node.