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A*算法是一个求最短路径的函数,为许多即时战略游戏所用刀(或许人家大型的即时战略游戏笔者算法更好,不管它)。它由两个函数组成,一个是评估函数,也就是确定人物移动的下一个位置必须离目标位置最近,评估函数评估的结果越精确,则寻径的速度越快;另一个就是寻径函数,也就根据评估的结果做出响应,然后从新位置继续评估下一个位置,若无路可走(四周都是障碍什么的),那么折回一个路径节点,尝试其他方向,这个算法有个缺点,随着游戏中人物增多,相应的处理节点就增多了,会影响处理速度,而且占用大量的内存。
有兴
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java 实现最短路算法,很实用。
还可以实现tsp问题。选择正确的开发环境。这里用的是eclipse开发环境。-java achieve the shortest path algorithm, is very practical. Can also be tsp problems. Choose the right development environment. Here is using the eclipse development environment.
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坦克大战自己发展的源码,使用了applet swing 最短路径算法,欢迎挑错-Battle City their own development source code, using the applet swing shortest path algorithm, please pick the wrong
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在C++下进行地图的最短路径搜索的A*算法
这个算法被广泛应用在即时游戏的路径寻找过程上。-In the C++ under the map of the A* shortest path search algorithm for this algorithm is widely used in real-time search process on the path of the game.
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a* algorithm implemetation/It is a simple implementation of the a* algorithm to find the shortest path
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A*算法,最短路径查询。Windows API实现-A* algorithm, the shortest path query. Windows API Implementation
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迷宫游戏,采用宽度搜索算法找到走出迷宫的最短路径-Maze game, with the width of the maze search algorithm to find the shortest path
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一个 VISUO studio 平台 MFC语言编写的小游戏
用到最短路径算法-Studio platforms-VISUO MFC language to write a small game to use the shortest path algorithm
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求最短路径的简单算法,仅供参考,不是很复杂的那种,-Simple shortest path algorithm for informational purposes only, not very complicated kind,
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在C++下进行地图的最短路径搜索的A*算法这个算法被广泛应用在即时游戏的路径寻找过程上。-In the C++ under the map of the A* shortest path search algorithm for this algorithm is widely used in real-time search process on the path of the game.
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C++ 实现的 A 星寻路算法源码,在游戏中必不可少的存在-A-star Shortest Path Algorithm (C++ recipe)
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游戏中常用的寻路算法-A星算法
直接将此代码加到自己的程序中就能实现最短路径的查找-Game pathfinding algorithm commonly used algorithm-A star
This added to the code directly own program to find the shortest path can be achieved
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迪杰斯特拉算法用于求解一个有向图(也可以是无向图,无向图是有向图的一种特例)的一个点(称之为原点)到其余各点(称之为周边点)的最短路径问题。-Algorithm is used to a directed graph (can also be a undirected graph, undirected graph is a directed graph of a special case) of a point (called the origin) to the rest of the va
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We use breadth-first search to find the shortest path. We additionally expect the path to be as straight as possible so there will be less scattered empty points on the map, which will improve the AI's success rate.
The image below illustrates how
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