ForgeableSum Posted March 23, 2015 Share Posted March 23, 2015 Dynamic pathfinding demonstration for a browser-based RTS game I'm working on called "Feudal Wars:" A separate grid/matrix is re-created each time a unit tries to find a new path. However, to save memory, the grid size is only as big as the distance between the units origin and destination. So two things are dynamic: the grid size and the possible walkable/unwalkable nodes which are different each time the grid is recreated.A grid size that was only as big as it needed to be (instead of a grid size in proportion to the entire world) was necessary because the map sizes will be huge (like 10K x 10K huge). Also, the walkable/unwalkable nodes change frequently since the units move frequently, hence the grid needed to be recreated each time. Color version without healthbars and debugging lines removed: If you're interested in the project, subscribe to the newsletter! druphoria and Alexalten 2 Quote Link to comment Share on other sites More sharing options...
Alexalten Posted March 24, 2015 Share Posted March 24, 2015 Great!!! Quote Link to comment Share on other sites More sharing options...
BunBunBun Posted March 25, 2015 Share Posted March 25, 2015 looooks awesome! very very excited how you have realized that A* algorytm? Quote Link to comment Share on other sites More sharing options...
enriqueto Posted March 26, 2015 Share Posted March 26, 2015 good job! Quote Link to comment Share on other sites More sharing options...
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