Does anyone have any platformer pathfinding tips/hacks you'd like to share?
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Replying to @AxiomVerge
My game is tile-based so i generate graph by checking if node can reach other node, drop down or jump across gaps. Pathfind through that. Then ai can walk, jump or do other things to get through a path.pic.twitter.com/XpYpAXgjyU
2 replies 5 retweets 40 likes -
Replying to @antonkudin
I'm currently writing something like this, but since the map is dynamic, I can't pre-bake which nodes are neighbors to other nodes for jumping... struggling with whether to try and find neighbors dynamically to bake everything on some set interval (possibly another thread)
1 reply 1 retweet 4 likes -
Replying to @AxiomVerge
Can be dynamic, i can destroy nodes and check which nodes should be re-connected. Bit harder if theres movement of sections, but maybe if you only check platform’s edges, and only if it moves a lot, it could be efficient enough.pic.twitter.com/4tqr4ZPmLM
1 reply 2 retweets 12 likes -
Replying to @antonkudin
I guess that makes more sense versus generating node connections as you pathfind, since it only happens in special cases
1 reply 0 retweets 2 likes
So basically, when a tile is destroyed, do you go through all tiles within jumping radius of it and rebuild the links?
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