C and/or C++
Not Visual Basic. Not Visual C++. Not .NET . Just C or C++.
Let me see some real C or C++ code that does this.
{please and thank you if you feel like it}
And not some text based CLI output that pretends to work and looks like it might work and maybe works and bla bla bla, but does NOT work for a grid-based game.
Here are some grid background examples [X], [X]
Prove to me that you can write one in C or C++ that does what is shown on this [X] page. That is an animated gif on that page. That is NOT a working C or C++ example on that page. But you get the idea.
I have been studying some current and past games and doing some testing of them to see how they got this working.
SURPRISE ! I did NOT find ANY game that had a shortest path correctly working. They got close, but with testing I found errors in shortest paths.
I have found many examples of how to write a shortest path algorithm. NONE of those (NOT EVEN ONE!) of those tested out to be useful in a simply structured grid-layout game. A grid-layout game is about as simple as it gets for testing a shortest path algorithm and this did not work for it. Thus, if Dijkstra’s algorithm worked for Dijkstra that does not mean that it will work for anyone else that has a computer generated game that uses a grid layout.
If YOU have a shortest path process that works for a grid-layout type of game then please post it here on bytes.com as an article.
Or if you need a challenge, write one of these yourself. I dare you to try. Not just some pseudo-code. Some actual working code. I Double Dare you.
Thank you.
Not Visual Basic. Not Visual C++. Not .NET . Just C or C++.
Let me see some real C or C++ code that does this.
{please and thank you if you feel like it}
And not some text based CLI output that pretends to work and looks like it might work and maybe works and bla bla bla, but does NOT work for a grid-based game.
Here are some grid background examples [X], [X]
Prove to me that you can write one in C or C++ that does what is shown on this [X] page. That is an animated gif on that page. That is NOT a working C or C++ example on that page. But you get the idea.
I have been studying some current and past games and doing some testing of them to see how they got this working.
SURPRISE ! I did NOT find ANY game that had a shortest path correctly working. They got close, but with testing I found errors in shortest paths.
I have found many examples of how to write a shortest path algorithm. NONE of those (NOT EVEN ONE!) of those tested out to be useful in a simply structured grid-layout game. A grid-layout game is about as simple as it gets for testing a shortest path algorithm and this did not work for it. Thus, if Dijkstra’s algorithm worked for Dijkstra that does not mean that it will work for anyone else that has a computer generated game that uses a grid layout.
If YOU have a shortest path process that works for a grid-layout type of game then please post it here on bytes.com as an article.
Or if you need a challenge, write one of these yourself. I dare you to try. Not just some pseudo-code. Some actual working code. I Double Dare you.
Thank you.
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