madmuffin Posted August 12, 2016 Share Posted August 12, 2016 I want to clone what this Russian guy achieved for my game exactly but the programmer says that its not physically possible to do anything other than A* based grid movement. It's incredibly frustrating because I've seen Atari games where entities on screen can pathfind around without the need of a grid but still colliding with each other and respecting collisions with the grid, and he hasn't been able to explain to me what's so hard about pathfinding that isn't A* based because I've seen a thousand games that do it before us no problem at all. Like, how do you program pathfinding and collision like THIS? Link to comment Share on other sites More sharing options...
tips4design Posted August 12, 2016 Share Posted August 12, 2016 This question is very broad. You can just google path-finding algorithms and you'll find tons of them. Link to comment Share on other sites More sharing options...
lewster32 Posted August 15, 2016 Share Posted August 15, 2016 This kind of pathfinding is more correctly described as 'flow field' or 'vector field' pathfinding. Here is a good explanation: http://gamedevelopment.tutsplus.com/tutorials/understanding-goal-based-vector-field-pathfinding--gamedev-9007 Link to comment Share on other sites More sharing options...
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