POV-Ray : Newsgroups : povray.advanced-users : A-Star algorithm Image Test : Re: A-Star algorithm Image Test Server Time
22 Jul 2024 00:15:59 EDT (-0400)
  Re: A-Star algorithm Image Test  
From: Bald Eagle
Date: 9 Sep 2023 16:15:00
Message: <web.64fcd1f97648a5e81f9dae3025979125@news.povray.org>
"jr" <cre### [at] gmailcom> wrote:

> wow.  _v_ cool.  (I'm turning that shade of green again.. :-))

Hi jr,
I just took a stab at it, and had a few moments where I was feeling like I had
bit off more than I could chew. As you can imagine, I get that feeling often.

I kinda get how it works - the gist - but there are a few things that I haven't
cleared up, and I haven't looked at the binary heap optimization part.
I basically just edited the code and kept running it and hacking it until it ran
without errors.

> hope you'll publish "a tutorial" on the topic.

I will not, until I have something significantly different from the code I


Other stuff at:


Sebastian Lague:  https://www.youtube.com/watch?v=mZfyt03LDH4

Daniel Schiffman: https://www.youtube.com/watch?v=EaZxUCWAjb0

Now with regard to TdG's desire to erode terrain, I wanted to find a heightfield
that I could use to run a height-driven A* algorithm on, and wouldn't you know
it - I found a bunch of interesting links.



Sebastian Lague:  https://www.youtube.com/watch?v=eaXk97ujbPQ




and lots more, I'm sure.

Since this is essentially a cost-optimization algorithm, I was also thinking
that maybe this kind of thing could be used to trace electrical circuits, or
something like that.

Also, conducting erosion on a 3D objects could give more interesting clouds if
rendered as a df3.

- BW

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