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Precomputation takes O(n^2) complexity so this is great for static environments like Starcraft maps where the units don't evaluate units in their path finding.


Starcraft maps aren't static, as buildings and characters can block paths.


Maps themselves are static.


They do evaluate buildings though.


I wonder how OP solved this, if at all. There are too many of them to partially rebuild. Maybe they combine two systems.


It's the slide called Goal Bounding Gates. He figures out the gates and only calculates the goal bounds for those on a change.


I know that but I don't think that is used in the Starcraft maps.




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