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Type: Posts; User: MonkeYxMan

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  1. i think i figured out the perfect soluton for...

    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...
  2. as i siad prior : the point is to NOT let the...

    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...
  3. this "many enemys on 1 tile only needs 1...

    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...
  4. i would not be asking if i had not already been...

    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...
  5. Poll: I jump right into the game. Only if i cannot...

    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.
  6. pathfinding for constantly changing tile based map

    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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    Help with optimized AI : pathfinding

    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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