so I have been working on implementing a form of HPA* but i’m really struggling to decide what to do next.
https://webdocs.cs.ualberta.ca/~mmueller/ps/hpastar.pdf <- here is the article.
There is pseudo-code but the notation is very hard for me to understand, but I struggle to read due to learning difficulties (visual snow / ADD) and I find the paper very difficult to understand, so I appreciate anyone willing to explain/ break it down to me in simpler language.
I have implemented my grid and seperated it into squares. Example diagram – here is my guess, I haven’t implemented exits and entrances yet, green terrain is normal, white terrain are roads which travellers will travel across quicker, brown is mountains inpassable unless meets a special condition, and there are boats but they will use a different algorithm, since im only implementing HPA* for ground units in the game ,and JPS for sea units as the sea grid is uniform without costs.
Lets say for sake of argument each pixel on that image is its own individual grid space.
Question 1. Do I have to resize the squares if water/mountains is involved- lets assume the water/mountains is a wall for the sake of the argument. (If so whats a good method?)
Question 2. Is there a general algorithm that can be used, I know the A* algorithm, but how do entrances and exits link to eachother ? (thinking quad tree)
Question 3. How do I reconstruct the squares dynamically if the map could change or be dynamic.
Question 4. how does one traverse across the map from higher representation to lower representation.
Assumptions, I’m assuming first we path-find across the squares as a whole, then work out individually the route inside it from one end to another yes?
Also if you know the location of a good HPA* library that would be also be nice.
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