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Type: Posts; User: MonkeYxMan
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i think i figured out the perfect soluton for this small size of map VS high "bad guy" count . let me know what u think, is this gona be efficient enough?
Each tile of the map itself, when NOT...
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as i siad prior : the point is to NOT let the number get that high, and infact i dont htink i even got it up over 200 when it started siezuring. and sadly, i dont know how many milisecconds they...
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this "many enemys on 1 tile only needs 1 calculaton" idea i thought of to, problem is i dont know how to implement it.same goes for the que idea. basicly im a noob coder .as for the 1000 enemys, the...
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i would not be asking if i had not already been pulling out my hair for a month . i have tried A* , but when the number of "bad guys" gets high enough, and i drop a "wall" into the field...POW... my...
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I jump right into the game. Only if i cannot figure out what buttons to press to do "stuff" do i then go back and read, and then, it is only to get the controls, then its right back into the game.
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any suggestons for pathfinding AI for an army of "bad guys" each on needs to be able to find the shortest path from its current positon to the "end" ?
the numbers:
* posablility of 1000s of MCs...
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I am building a TD style game :
bad guys come out froma "start" area and head for the "end area" and you place towers in there path to atack them and try to stop them.
problem is, i dont have a...
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