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Jonathan Whiting wrote:Taking a step outside the problem though, why do you feel the need to use A*? Is perfect navigation genuinely important to your game, can you fudge something that will do a good enough job? I tend to find that algorithmically 'good' navigation is often a lot less interesting (as a player) than substantially easier (to code) alternatives.
Ed K wrote:There are several AS3 implementations online. Could be showing my ignorance of Flashpunk here, but whats the problem with taking one of those and using it? If necessary, consider creating a temporary 2D array of ints (or whatever) from the map instead of using the map data directly. It might make it easier to drop in a generic A* implementation.
Jonathan Whiting wrote:
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while man not at tree:
if man can see trees (can walk to them without navigation) then:
pick random tree
walk to tree
else:
pick random visible location
walk to location
It will probably look a bit stupid, but it might do, and if it isn't good enough, it is at least easy to iterate on.

moonmagic wrote:DAY FIVE:
Away from the computer today! Made these sprites for the human projectiles:
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