|
|
e23e2f0997
|
precompute graph to be used for dijkstra's algorithm, resulting in CPU usage that never exceed 7/home/humza/Downloads/sml/oh-my-stars/fcore/path-finding.sml with 5 enemies and eliminating lag
|
2025-01-31 04:32:53 +00:00 |
|
|
|
f3a0b2bc81
|
write code for new loop implementation of dijkstra's algorithm, which uses a precomputed graphy; however, this is not used yet as we need to add the graph to the game type first, and pass it along with other parameters, down to the path-finding.sml function
|
2025-01-31 04:10:58 +00:00 |
|
|
|
bbb957f016
|
get path-finding.sml to use function in build-graph.sml to find reachable platforms, and remove now-dead code from path-finding.sml
|
2025-01-30 13:06:32 +00:00 |
|
|
|
3885cc5cbc
|
make path incentivisation less aggressive (prefer reaching goal by going through fewer platforms if possible).
|
2025-01-25 18:36:30 +00:00 |
|
|
|
6c3621cb3f
|
decrease cost of straight vertical and straight horizontal paths compared to diagonal ones, to make it look like enemy is travelling a more coherent path
|
2025-01-25 13:55:58 +00:00 |
|
|
|
174a99a5a0
|
switch implementation of heap from being based on heap.sml (heap as described by one of Chris Okasaki's papers) to being based on bin-vec.sml (simple vector storing elements in sorted order); more performant this way for cache reasons
|
2025-01-22 18:22:34 +00:00 |
|
|
|
282d72b840
|
rip out print statements which were solely for debugging
|
2025-01-21 22:46:04 +00:00 |
|
|
|
72924ae084
|
instead of folding through quad tree to find reachable platforms, fold through platforms instead
|
2025-01-21 21:20:57 +00:00 |
|
|
|
f948d060ea
|
progress with fixing path finding
|
2025-01-21 00:19:38 +00:00 |
|
|
|
4e5219fccc
|
fix bug with value inserted into ValSet: before, the value inserted into the 'from' field was the ID of the current platform, but this is incorrect as it is circular. To fix, the 'from' field now contains the ID of the previous platform which this platform was found from
|
2025-01-20 11:17:00 +00:00 |
|
|
|
6783dac9e0
|
a bit of bug fixing regarding implementation of dijstra's algorithm (next to fix: query towards quad/platform tree)
|
2025-01-20 02:38:22 +00:00 |
|
|
|
322a394138
|
progress towards implementing dijkstra's algorithm (next: test by printing to see if it works)
|
2025-01-20 01:25:09 +00:00 |
|
|
|
3939b0b3e2
|
done implementing functor to search through quad tree, adding to priority queue (for Dijkstra's algorithm)
|
2025-01-19 23:56:52 +00:00 |
|
|
|
1ba42462ba
|
progress implementing dijkstra's algorithm for path finding using quad trees
|
2025-01-19 22:45:51 +00:00 |
|