Tags » Pathfinding

A-Star algorithm in unity 3D - part 1

Despite on the a star algorithm, we will try to implement this algorithm to unity 3d c#. Before we start, let’s take a look A-Star algorithm below. 163 more words


Testing out some really, really simple pathfinding

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


A-Star Pathfinder (Unity)

During a team project for a college course on game engines, I worked on creating a game called Icebox Anchorage using the Unity3D game engine.  During this time I built a pathfinding system that I intended to be used in our game.  1,024 more words


Toys in the Dark, Update 1

Toys in the Dark (working title)

As a young child you go to sleep one night, but instead of sweet dreams and rainbows, you have a nightmare.

204 more words

Pathfinding updates and Spamocalypse Objective system

Somebody found a few bugs in Spamocalypse, which turned out to be an issue with my pathfinding code. I had accidentally overwritten the navmesh when I generated one for a new level, which was caused by the meshes not being loaded beforehand. 129 more words

Game Development

Using GoalMaps in RogueSharp

RogueSharp has had GoalMaps since version 1 however they never performed as well as I had hoped so I didn’t promote the feature. As of version… 429 more words


RogueSharp 3.0 Pre-Release – Goal Maps

Version 3.0.0-pre of RogueSharp was just released

This is considered a pre-release version. In order to obtain it via Nuget make sure to choose “Include Prerelease” packages from the Nuget Package Manager. 401 more words