Path Finding with A* and tile size problem.
Hi all,
I'm pretty new to Path finding, I have implemented a simple A* alorythm and it is working quite well, but I have a little problem now: I'm using the logical tiles as a way to know where my enemies can or can't walk. I'm not using any type of collision for the environment because I thought follwoing the "walkability" map would be enough. This days my graphician sent me a player model, and guess what, it is wider than 1 meter, I mean, it doesn't fit in a tile and when walking along a tile that has a wall near it the prayer gets part of its arm inside the wall.
How do you people handle this?
Thanks in advance,
HexDump.
I have zero experience implementing or using it, but Clearance-based Pathfinding seems relevant.
Thanks for the Answer, I will have a look at it. Anyway after having a fast look at it, do you think ussually people uses this system? I mean I have seen variable units size for a long time, Wouldn't exist a easier, less cost method?. My game is for iphone and I would like to minimize cpu cost where applicable.
Thanks in advance,
HexDump.
Thanks in advance,
HexDump.
Have a preprocessed map in which walls, etc have been offset from their true positions by the radius of the character. In this map, you can pretend that the character is a point. The tiles in this map don't need to line up with the tiles you use for your graphics. Also, it does not need to store as much information as the "graphics map;" you only need one bit per tile in your "offset occupancy grid."
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