I'm working on a path planning algorithm that will be converted to RobotC. I'm trying to optimize it so that it uses the least amount of memory, as the robot it will be implemented on has supposedly ...
Done this already, but looking to improve it even more. Nearly time to hand this project in, and I want it to be as close to perfect as possible. So, any issue (No matter how small) - Let me know. If ...
How can I make it faster, more efficient, and simpler? Are there any obvious mistakes I've made, or things which will make my code "fancier"? It's my first time working with any form of pathfinding, ...
I have this problem where I have to find the shortest path in an NxM grid from point A (always top left) to point B (always bottom right) by only moving right or down. Sounds easy, eh? Well here's the ...
This is a slightly specialised A* algorithm, basically it allows you to search to and from disabled nodes. It's for a game and we the entities spawn in houses and go into them. The rest of the search ...
Below are the bunch of functions which I wrote to determine paths between give coordinates of a square tile-based game. It permits paths between tiles in 4 directions (i.e. not 8 directions/diagonal ...
I've implemented A* according to the pseudo-code on Wikipedia. I'm going to worry about optimizing it later, but for now, I'd really like to know if the code is correct. typedef std::tuple<int, ...