Pathfinding
Working on a pathfinding collaboration, with a friend, which supports both grid and nodal-based searching. At the moment, it can currently scout out the shortest path from Point A to Point B, but as things progress, we'll add advanced support; for example, giving nodes specific attributes (dangerous, safe, near treasure, good cover, smooth terrain, etc.) and having the paths biased according to these attributes.
Here's a screenshot of a node-based search. The red dots were all manually-placed nodes in the game level.
Here's a screenshot of a node-based search. The red dots were all manually-placed nodes in the game level.









1 Comments:
Wow, still looks cool even when not trying to be, haha.
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