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Old September 30, 2019, 19:00   #3
Therem Harth
Join Date: Jan 2008
Posts: 926
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Yeah, I'm using tcod's implementation, which I'm assuming is at least somewhat optimized. So far, no performance issues, which is better than can be said of my (custom, simplistic) heatmap pathfinding it replaced. Part of this is probably that the maps are a lot smaller than for Angband (which is okay, it's supposed to be a more limited and claustrophobic-feeling game).

Anyway, thank you for the good luck wishes! And if you know ways to optimize heatmap recalculation, I'd be interested in hearing them. I'd done mine using a spiral algorithm to pass through every spot on the grid in approximately concentric order; going through the whole grid linearly and repeatedly a la various example implementations produced lags of at least several seconds per recalc.
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