[Ohrrpgce] SVN: james/8798 Pathfinding now breaks ties with distance squared

James Paige Bob at hamsterrepublic.com
Sun Jun 4 10:46:37 PDT 2017


On Sat, Jun 3, 2017 at 2:23 AM, Ralph Versteegen <teeemcee at gmail.com> wrote:

>
>
> On 3 June 2017 at 15:50, James Paige <Bob at hamsterrepublic.com> wrote:
>
>>
>>
>> On Friday, June 2, 2017, Ralph Versteegen <teeemcee at gmail.com> wrote:
>>
>>>
>>>
>>> On 3 June 2017 at 07:02, <subversion at hamsterrepublic.com> wrote:
>>>
>>>> james
>>>> 2017-06-02 12:02:15 -0700 (Fri, 02 Jun 2017)
>>>> 50
>>>> Pathfinding now breaks ties with distance squared
>>>> ---
>>>> U   wip/pathfinding.bas
>>>> U   wip/pathfinding.bi
>>>
>>>
>>> You didn't notice that I added v_heappush and v_heappop?
>>>
>>>
>> I noticed, but wasn't sure what to do with them.
>>
>
> OK, I'll modify the code to make use of them.
> I purposefully made them almost identical to the functions of the same
> name from the heapq python module. The only differences are that you can
> specify a compare function, and that heappop doesn't return the item it
> popped, because that's impossible (unless it was moved to a temporary
> location and returned byref, I guess...)
>

I went and read the python heapq docs a bit, so now I think I understand
better what is going on. Thank you :)


>
>
>>
>>
>>> Also, I didn't notice before that your cost_before_node function is
>>> insane. You need to store the cost of the node in the node, not recompute
>>> it constantly. That is why pathfinding is so incredibly slow.
>>>
>>
>> Oh, yes! You are right. The A* reference article I was working from even
>> told me to do that, but I totally forgot. Thanks!
>>
>> You know, I'll bet I had the same problem in my python A* implementation
>> for Bob the Hamster Dirt Dig. That sounds like exactly the sort of thing I
>> would do twice ;)
>>
>> ---
>> James
>>
>>
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>>
>
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