{"author_name":"triplefox","cat":"LD #17 - Islands - 2010","comments":[],"epoch":1272133260,"likes":0,"metadata":{"p_key":"71064","p_author":"triplefox","p_authorkey":"391","p_urlkey":"106885","p_title":"Pincer: Smarty Pirates in Motion","p_cat":"LD #17 - Islands - 2010","p_event":"LD17","p_time":"1272133260","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"391","us_name":"triplefox","us_username":"\/author\/triplefox\/","event_start":"1271980800","event_key":"3","event_name":"LD17"},"text":"<p>Against my better judgement, I went ahead and implemented Dijkstra&#8217;s Algorithm. The time cost was large: 3 hours, most of it spent on a bug that I resolved by <em>not being macho<\/em> and using the 2D field class I had been using for every other 2D grid(tiles, collision) and really should have used for the nodes from the get-go.<\/p>\n <p><a href=\"http:\/\/dl.dropbox.com\/u\/254701\/ld17\/1_18_pm.swf\">But it works.<\/a> I need to give the pirates a proper LOS check though. That can come <em>tomorrow<\/em>.<\/p>","time":"April 24th, 2010 1:21 pm","title":"Pincer: Smarty Pirates in Motion"}