tile based movement via cursor coords
is there any way around using a shortest-path algorithm applied to a grid graph? My map is small and not alot of unmovable tiles. Am I better off just doing it right the first time?
cheers,
muffin
cheers,muffin
I would recommend writing the best path finding engine you can up front. When you are writing your 2nd, 3rd, and even 4th game you''ll be glad you did. It took me about 2 weeks to write my A* engine for a diamond shaped iso map, but I''m so glad I did because it rocks.
`~Inquis~`
`~Inquis~`
`~Inquis~`
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