Author: Normand M. Blais
Date: 18:35:55 09/24/99
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On September 24, 1999 at 17:37:41, Hristo wrote: >Hi Normans. >I've been using similar approach for some time now! >It's *funny* to see how close our ideas are ... >The diference is that I use direction[8][8]*64 matrix. >and the directions are not predefined. There is a maximum >of 8 directions and the maximum length a piece can go is 7 >squares. i.e. square(x).direction(1).vector(...) = square number >includes all possible squares that a given piece >can reach from a given square(x) in direction(1). >vector(n) is the square number and it doesn't have to adjacent to the >origin square. >Use vector(n)=0 as terminator and then go to the next direction. >If direction(n)=0 there are no more valid directions. >Knight moves are considerd in the same way as everything else, just their >vectors have only one entry ... >Single, very simple function, is used to generate almost all moves ... >the pawns are a bit tricky, but not too bad. > > >regards. >hristo Thanks. I'll consider that. NNB
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