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	<title>Comments on: A* (Astar)</title>
	<atom:link href="http://www.dauntless.be/astar/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.dauntless.be</link>
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	<lastBuildDate>Tue, 06 Jul 2010 15:16:28 +0000</lastBuildDate>
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	<item>
		<title>By: Dauntless</title>
		<link>http://www.dauntless.be/astar/comment-page-1/#comment-1808</link>
		<dc:creator>Dauntless</dc:creator>
		<pubDate>Tue, 06 Jul 2010 15:16:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.dauntless.be/V5/?page_id=4#comment-1808</guid>
		<description>Thanks for the compliments</description>
		<content:encoded><![CDATA[<p>Thanks for the compliments</p>
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	<item>
		<title>By: Strapro</title>
		<link>http://www.dauntless.be/astar/comment-page-1/#comment-1806</link>
		<dc:creator>Strapro</dc:creator>
		<pubDate>Tue, 06 Jul 2010 09:20:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.dauntless.be/V5/?page_id=4#comment-1806</guid>
		<description>You sir are a coding god. 
Your implementation was the second I tried and it was far far better. 
My map is approximately 1500 tiles and I am requesting 10 paths pretty much simultaneously.
No sweat at all! Thank you</description>
		<content:encoded><![CDATA[<p>You sir are a coding god.<br />
Your implementation was the second I tried and it was far far better.<br />
My map is approximately 1500 tiles and I am requesting 10 paths pretty much simultaneously.<br />
No sweat at all! Thank you</p>
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	<item>
		<title>By: A* (Astar) &#171; AS3 Game Gears</title>
		<link>http://www.dauntless.be/astar/comment-page-1/#comment-1581</link>
		<dc:creator>A* (Astar) &#171; AS3 Game Gears</dc:creator>
		<pubDate>Wed, 05 May 2010 02:45:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.dauntless.be/V5/?page_id=4#comment-1581</guid>
		<description>[...] A* (Astar) is an AS3 implementation of A* path finding algorithm. It’s primary goal is stability. It should be able to find the path on a 1000×1000 map as well as on a 10×10 map.    Share: [...]</description>
		<content:encoded><![CDATA[<p>[...] A* (Astar) is an AS3 implementation of A* path finding algorithm. It’s primary goal is stability. It should be able to find the path on a 1000×1000 map as well as on a 10×10 map.    Share: [...]</p>
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	</item>
	<item>
		<title>By: Dauntless</title>
		<link>http://www.dauntless.be/astar/comment-page-1/#comment-1385</link>
		<dc:creator>Dauntless</dc:creator>
		<pubDate>Fri, 23 Apr 2010 23:18:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.dauntless.be/V5/?page_id=4#comment-1385</guid>
		<description>I just tried it here and it worked.

Try recreating your project and maybe clear out your ASO cache.</description>
		<content:encoded><![CDATA[<p>I just tried it here and it worked.</p>
<p>Try recreating your project and maybe clear out your ASO cache.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Rodrigo</title>
		<link>http://www.dauntless.be/astar/comment-page-1/#comment-1384</link>
		<dc:creator>Rodrigo</dc:creator>
		<pubDate>Fri, 23 Apr 2010 22:50:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.dauntless.be/V5/?page_id=4#comment-1384</guid>
		<description>Thanks a lot for the AStar. But I&#039;m having troubles runing the example. I get this error:
C:\... .as:130: 1046: No se encontró el tipo o no es una constante en tiempo de compilación: AstarEvent.

Mmmh. Is really strange, because I imported the AstarEvent. Do you know what can be the problem?

Rod</description>
		<content:encoded><![CDATA[<p>Thanks a lot for the AStar. But I&#8217;m having troubles runing the example. I get this error:<br />
C:\&#8230; .as:130: 1046: No se encontró el tipo o no es una constante en tiempo de compilación: AstarEvent.</p>
<p>Mmmh. Is really strange, because I imported the AstarEvent. Do you know what can be the problem?</p>
<p>Rod</p>
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	<item>
		<title>By: Radek</title>
		<link>http://www.dauntless.be/astar/comment-page-1/#comment-1160</link>
		<dc:creator>Radek</dc:creator>
		<pubDate>Sun, 18 Apr 2010 01:13:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.dauntless.be/V5/?page_id=4#comment-1160</guid>
		<description>Thanks for your reply!

I am trying to make MMO with huge maps. I am using negative values because I want to make sure I can expand maps in the future. So I am not limited to starting point 0,0 and can expand in both ways.

I am using negative values in all system, so I didnt thought about your solution (add +1000). But as map will be separated into smaller parts anyway, your solution will work I beleive ;) 
Shame I didnt thought about that, because in my solution I still added +13, but I had to recreate separate pathfinding map on every avatar move :(

So thank you for your tip, but you can still take it as suggestion for future release :D ! Also thank you for your AStar implementation, it saved me a lot of time!</description>
		<content:encoded><![CDATA[<p>Thanks for your reply!</p>
<p>I am trying to make MMO with huge maps. I am using negative values because I want to make sure I can expand maps in the future. So I am not limited to starting point 0,0 and can expand in both ways.</p>
<p>I am using negative values in all system, so I didnt thought about your solution (add +1000). But as map will be separated into smaller parts anyway, your solution will work I beleive <img src='http://www.dauntless.be/V5/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /><br />
Shame I didnt thought about that, because in my solution I still added +13, but I had to recreate separate pathfinding map on every avatar move <img src='http://www.dauntless.be/V5/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
<p>So thank you for your tip, but you can still take it as suggestion for future release <img src='http://www.dauntless.be/V5/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  ! Also thank you for your AStar implementation, it saved me a lot of time!</p>
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	</item>
	<item>
		<title>By: Dauntless</title>
		<link>http://www.dauntless.be/astar/comment-page-1/#comment-1142</link>
		<dc:creator>Dauntless</dc:creator>
		<pubDate>Thu, 15 Apr 2010 13:33:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.dauntless.be/V5/?page_id=4#comment-1142</guid>
		<description>Hi,

That would require some tweaking. Why do you need that exactly? It would probably be easier to create a mapping function that (fe) adds 1000 to every coordinate, hence making them positive.</description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p>That would require some tweaking. Why do you need that exactly? It would probably be easier to create a mapping function that (fe) adds 1000 to every coordinate, hence making them positive.</p>
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	</item>
	<item>
		<title>By: Radek</title>
		<link>http://www.dauntless.be/astar/comment-page-1/#comment-1141</link>
		<dc:creator>Radek</dc:creator>
		<pubDate>Thu, 15 Apr 2010 12:30:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.dauntless.be/V5/?page_id=4#comment-1141</guid>
		<description>Hello,

I have used your code and it was great help. I only thought it would be great if it can work with negative coordinates like x:-5,y-1.

Is there some easy way how to make it work with negative numbers?</description>
		<content:encoded><![CDATA[<p>Hello,</p>
<p>I have used your code and it was great help. I only thought it would be great if it can work with negative coordinates like x:-5,y-1.</p>
<p>Is there some easy way how to make it work with negative numbers?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: B.Riché</title>
		<link>http://www.dauntless.be/astar/comment-page-1/#comment-860</link>
		<dc:creator>B.Riché</dc:creator>
		<pubDate>Wed, 31 Mar 2010 09:06:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.dauntless.be/V5/?page_id=4#comment-860</guid>
		<description>Hi !

I&#039;m looking for an algorithm that could allow to search for the closest tile when no path has been found. Does someone knows how this could be managed ?</description>
		<content:encoded><![CDATA[<p>Hi !</p>
<p>I&#8217;m looking for an algorithm that could allow to search for the closest tile when no path has been found. Does someone knows how this could be managed ?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: MartinT</title>
		<link>http://www.dauntless.be/astar/comment-page-1/#comment-679</link>
		<dc:creator>MartinT</dc:creator>
		<pubDate>Sat, 13 Mar 2010 16:51:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.dauntless.be/V5/?page_id=4#comment-679</guid>
		<description>Really nice implementation.

Maybe you can guide me. 

I&#039;m trying to add an analyser that would prefer straight line even if it&#039;s cost a little more. I already changed the diagonal const to avoid diagonal move.

I was thinking maybe changing the cost in the map, but it didn&#039;t seem right like the full proof approach.



ex:   
map
1111E
11111
11111
S1111

should do
1111E
11110
11110
S0000

instead of
1110E
11001
10011
S0111

Thx in advance

Martin</description>
		<content:encoded><![CDATA[<p>Really nice implementation.</p>
<p>Maybe you can guide me. </p>
<p>I&#8217;m trying to add an analyser that would prefer straight line even if it&#8217;s cost a little more. I already changed the diagonal const to avoid diagonal move.</p>
<p>I was thinking maybe changing the cost in the map, but it didn&#8217;t seem right like the full proof approach.</p>
<p>ex:<br />
map<br />
1111E<br />
11111<br />
11111<br />
S1111</p>
<p>should do<br />
1111E<br />
11110<br />
11110<br />
S0000</p>
<p>instead of<br />
1110E<br />
11001<br />
10011<br />
S0111</p>
<p>Thx in advance</p>
<p>Martin</p>
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