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Jul 30, 2012 at 1:16 vote accept Freesnöw
Jun 5, 2012 at 17:17 history notice removed CommunityBot
Jun 5, 2012 at 17:17 history bounty ended CommunityBot
May 30, 2012 at 21:53 answer added Danik timeline score: 1
May 30, 2012 at 20:02 history edited Freesnöw CC BY-SA 3.0
Added more information to help guide people along.
May 30, 2012 at 19:56 history edited Freesnöw CC BY-SA 3.0
Explained a statement in my question.
May 30, 2012 at 19:52 comment added Freesnöw @Eric I figure that it will be impossible to make the process of PF fast, non-CPU intensive, and accurate (as is my understanding with the whole, three sided triangle, pick only two). Anyways, if I could get it accurate while still being fast and not needing high system specs, I would love to utilize it. Thanks for the comment though. I guess that is true. I'll add an edit. +1 for you.
May 30, 2012 at 10:38 comment added Eric "I want to make it so that the farther I click, the less accurate it will be (split the map into larger grid pieces)." Is this a gameplay requirement, or merely a concession you're willing to make in the name of optimization?
May 29, 2012 at 22:43 answer added Gavan Woolery timeline score: 7
May 28, 2012 at 15:58 history notice added Freesnöw Draw attention
May 28, 2012 at 15:58 history bounty started Freesnöw
May 26, 2012 at 14:14 history tweeted twitter.com/#!/StackGameDev/status/206387940572659712
May 26, 2012 at 13:16 comment added Roy T. I would go with a fixed size grid that's a lot less fine than both images you've shown. Give each cell 3 states. Full/Partially/Not occupied. A* must ignore full, and partially occupied cells should get a penalty. Then do your normal movement. When 2 objects are both in a partially occupied cell subdivide that cell temporarily to find a path for both. (this is a comment because these small ideas don't do justice to the large amount of info you've put in your question. +1 for that!)
May 26, 2012 at 12:26 history asked Freesnöw CC BY-SA 3.0