Timeline for What algorithm to use for path mapping?
Current License: CC BY-SA 2.5
4 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Nov 29, 2010 at 17:14 | comment | added | f20k | No, say I was the player, and I had a range of two. I want to see which tiles I can walk to before I pick where to go and an enemy is in my range, blocking my way (therefore limiting my range). How would I determine the tiles I can walk to? But I think I found the answer | |
| Nov 29, 2010 at 16:55 | comment | added | Tetrad | Every turn. And I'm not sure what you mean by the player's target tile, surely you get that input from the player? | |
| Nov 29, 2010 at 16:37 | comment | added | f20k | Sorry but could you please clarify what you mean running A* every move? Do you mean at every turn, or every time you move to another node? Also, this system will be used by the player and the AI, so I can't just keep moving the player's unit towards the target tile without knowing the target tile and if the user can reach it or not (because of an obstacle) | |
| Nov 29, 2010 at 16:28 | history | answered | Tetrad | CC BY-SA 2.5 |