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Using Dijkstra Maps


I first read this article on Dijkstra Maps quite a while ago, and discounted it because it seemed that running a recursive formula like that every turn would be too heavy for my game to handle.


However after testing, it worked out to be much faster than a similar process I had developed, and with better results. Only goes to show, don't discount any technique until you've tried it.


Yellow is safe, black is danger.
However, I couldn't get the same results that the author talked about, by multiplying the output by -1.2 if anything the agents seemed to get stuck in the corners even more.

By inverting the results it gets a nice pathfinding technique, though it'll take more testing of that to see how it compares with what I'm already doing.

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