Tags » Pathfinding
Seeing as the new Mirror’s Edge game has been given a firm release date, and seeing as I’m thinking a lot about architecture and city planning at the moment, I thought I might do a piece looking at the role of navigation in the original 1,128 more words
I’ve been working on a tile-based game recently, and I wanted to use A* for pathfinding (NavMesh is overkill, and not a great fit). I could’ve just written an A* pathfinder and custom AI code that uses it, but I wondered if there might be a better way – ideally I’d like to just replace NavMesh with my pathfinder, and have the standard AIController/PathFollowingComponent code work with it seamlessly. 643 more words
On Tuesday 5 April from 12 to 14 in lecture room R a number of our Geomatics students will tell about their MSc thesis research. You are cordially invited to attend this lunch meeting. 369 more words
So, ive been tikering along learning some simple pathfinding. Currently the unit avoids any blocked tile.
Awesome, it worked! No touching lava here! Huzzah! I had some problems with the units spawning on blocked tile but after some fiddling i found a way to just nudge the unit to an adjacent tile and checks if that tile is free and places the unit there. 128 more words