| 1. | Never do path finding for more than a few critters at a time 不要一次对太多的怪物做寻路。 |
| 2. | You could devise a pathfinding scenario for a game like that 你可以设计一个象那样的寻路关卡。 |
| 3. | This reduces the total number of squares searched to find the path 这样就减少了寻路要搜索的方块总数。 |
| 4. | Once the map is explored , however , pathfinding would work normally 一旦地图都探索了,寻路就正常工作。 |
| 5. | If you must advance further , take note of all the paths that you have tried 若决定继续前进,寻路时应在每一路口留下标记。 |
| 6. | Simplifying the search area , as we have done here , is the first step in pathfinding 简化搜索区域,如你目前完成的那样,这是寻路的第一步。 |
| 7. | When you read about pathfinding elsewhere , you will often see people discussing nodes 当你在其它地方阅读关于寻路时,你将经常发现人们讨论节点。 |
| 8. | As you will soon find out , pathfinding can be very slow if you don ' t use short cuts like these 以后你就会发现,如果不使用这些技巧,寻路的计算非常慢。 |
| 9. | Maintaining the open list : this is actually one of the most time consuming elements of the a * pathfinding function 维护开放列表:实际上这是a *寻路函数最耗费时间的元素之一。 |
| 10. | But they will notice if the game seems to slow down every once in a while when a bunch of critters are all calculating paths at the same time 但是他们会注意到每一小段时间的游戏变慢,当大量的怪物都在同一时间寻路的时候。 |