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Have A* Path. How do I Properly Follow it?

Started by December 24, 2011 05:32 PM
9 comments, last by wodinoneeye 12 years, 10 months ago
You could NOT recalculate the A* until your sprite reaches the next tile it was headed for.
Let it reach that understood OK position and then you can recalculate.

The original grid of nodes would be used as a approximation of movement (If your terrain is more complex
your navigation network will have to reflect that if its causing issues) If the grid is too crude then it still can be used as a coarse mechanism but then you would have to have a 'fine' navigation for the point to point movement to make it aesthetic enough (to have a bounding box of the object not collide with corners, turning radius limitations, etc).

At a certain point it may be better to have a better (non-grid) node/edge network based on portals and centers of 'rooms' etc.. that will go further to eliminate the 45 degree crudities of the simple 2D regular grid..
--------------------------------------------[size="1"]Ratings are Opinion, not Fact
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