Skip to content

RobotGamez/RIPA-Pathfinding

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

4 Commits
 
 
 
 
 
 

Repository files navigation

RIPA-Pathfinding

Fastest pathfinding algorithm - by Robert Codell

Will find optimal routing (depending how you name the Paths)

NOTES

  • An individual Path is made up individual path nodes in sequential order either up or down (ie B1, B2, B3 etc)
  • All Paths must have access to a common central Path 'A' corridor directly or indirectly
  • Connected Paths extending out from Path 'A' must be in alphabetical order from B to Z as it expands out in a tree like fashion
  • Create your path nodes and then update both the 'Paths' & 'PathNames' arrays
  • Change the pathStart & pathEnd variables and run the code

'Paths' array

  • The 'Paths' array should only contain the different connecting path points going from the first path (B) to the next path (C) as 'BC'

  • Do not add dead end paths or same path connections (BB)

  • 'PathNames' array

  • Record the individual path node names like 'B1' and 'C2' (index 0 & 1) linked in the same order as the 'Paths' array (index 0) 'BC'

  • such that there are always 2 entries for each entry in the 'Paths' array.

  • Allows for up to 1,000 path nodes per Path and 26 different Paths (update the 'alphabet' array below to add more than 26)

  • Reduce the chances of calculating a sub optimal route by keeping lower alphabetical Path names closer to the central 'A' Path

About

Fastest pathfinding algorithm

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published