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− | == | + | == Implications == |
− | ''Dwarf Fortress'' uses a modified [ | + | ''Dwarf Fortress'' uses a modified [http://en.wikipedia.org/wiki/A*_search_algorithm A* search algorithm] ([http://qiao.github.io/PathFinding.js/visual/ a nice demo]) ([http://www.gamasutra.com/view/feature/131954/interview_the_making_of_dwarf_.php?page=8 confirmation]), which quickly calculates a decent path between points. The A* method takes point A and tries to quickly calculate a decent path to reach point B. This path is not always the quickest path - in fact, in a game with as complicated and ever-changing an environment as ''Dwarf Fortress'', pathing probably rarely chooses the quickest path. The purpose and utility of the algorithm is to find a useful path without using a lot of processing space, balancing speed and computability. |
− | + | Pathing to raw materials uses the so-called [http://en.wikipedia.org/wiki/Manhattan_metric Manhattan metric]: meaning the material is checked by distance from the [[dwarf]]'s current position, rather than by an actual search. Thus, when constructing things, the valid materials list will be ordered from nearest to farthest; this, however, ignores any walls or obstacles in the way. An important part of fortress design is to be as open as possible, as more doorways will result in quicker paths (and thus better performance) as well as avoiding the hurdles of cross-map walks to find something the metric says is a short distance away. Workshops automatically path to the nearest valid raw materials; building things allows you to choose what to grab. | |
== Applications == | == Applications == |