{"id":446,"date":"2006-09-27T12:22:55","date_gmt":"2006-09-27T16:22:55","guid":{"rendered":"http:\/\/flashofsteel.com\/index.php\/2006\/09\/27\/teach-me-about-programming\/"},"modified":"2006-09-27T12:22:55","modified_gmt":"2006-09-27T16:22:55","slug":"teach-me-about-programming","status":"publish","type":"post","link":"https:\/\/flashofsteel.com\/index.php\/2006\/09\/27\/teach-me-about-programming\/","title":{"rendered":"Teach me about programming"},"content":{"rendered":"<p>I play a lot of games. I know how hard they are to make and that even the bad ones are designed by very talented people, certainly more skilled than I am.<\/p>\n<p>So why is pathfinding so hard?<\/p>\n<p>You would think that this problem would be solved by now. And in many games it seems to be. The best RTS of recent years have had negligible path finding problems and even made it possible for larger units to move seamlessly through crowds of smaller units. There are exceptions. The cavalry pathfinding in <em>Age of Empires III<\/em> leaves a lot to be desired &#8211; all the pretty horses run around crazily if a selected group of them is interrupted in its most perfect path. By and large, though, the Ensemble people have no real problem in making sure that your units get where you want them to go.<\/p>\n<p>But I&#8217;m playing a RTS now that has some major issues. Vehicles won&#8217;t go through infantry, and won&#8217;t take an alternate route if the  viable path they are rejecting is shorter. Units won&#8217;t shunt to the side to let other units pass, and I&#8217;m not talking about crowded routes here. There is daylight between the units &#8211; enough room for things to move through, I would think.<\/p>\n<p>It&#8217;s easy to say that of course the bigger budget games do this well because they are bigger budget games, but since so many of the smaller titles have embraced stuff like physics engines why not look into finding a better pathfinding routine? Am I missing something?<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I play a lot of games. I know how hard they are to make and that even the bad ones are designed by very talented people, certainly more skilled than I am. So why is pathfinding so hard? You would think that this problem would be solved by now. And in many games it seems [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"jetpack_publicize_message":"","jetpack_is_tweetstorm":false,"jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false}},"_links_to":"","_links_to_target":""},"categories":[],"tags":[],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p5GFeQ-7c","_links":{"self":[{"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/posts\/446"}],"collection":[{"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/comments?post=446"}],"version-history":[{"count":0,"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/posts\/446\/revisions"}],"wp:attachment":[{"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/media?parent=446"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/categories?post=446"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/tags?post=446"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}