Timeline for How to pathfind over an obstacle?
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| May 22, 2012 at 9:10 | vote | accept | zzandy | ||
| May 16, 2012 at 16:45 | comment | added | House | It's just a matter of adding additional cost. When you encounter water, add the cost of getting the water-walking item to the path. A* will skip the water-walking until it becomes the cheapest path. | |
| May 16, 2012 at 13:56 | comment | added | zzandy | @Gajet you're right. Guess will need a different approach for that. | |
| May 16, 2012 at 13:35 | comment | added | Ali1S232 | @byte66 doesn't handle special case when there is a path without using rake but, using the rake results in shorter path | |
| May 16, 2012 at 13:24 | comment | added | House | +1 I did something similar with my game, and wrote a little post about it a while back under Unit Tasks and pathfinding. | |
| May 16, 2012 at 13:23 | history | edited | House | CC BY-SA 3.0 | edited body |
| May 16, 2012 at 13:15 | history | answered | zzandy | CC BY-SA 3.0 |