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 Originally Posted by andreaskrenmair
...show an alternative for pathfinding examples for tilebased games. Eventhough this example is in an tilebased environment you could adapt it to every sort of map.
like you said not only tile- based, I made a node based pathfinding a while ago for my ortho engine wich has something like a polygonal map structure:
http://board.flashkit.com/board/show...4&postcount=13
mine is propapbly slower (esspecially with AS2) but back then I really gave it some thoughts so I added features within the editor such as zones or unique node directions that speed up searches (used for example as dead ends = level leaving).

(screenshot of a level in the editor as top view)
I wrote about this as well some time ago in a pacman thread and described excactly what you did (pacman with node- based pathfinding)
edit:
could it be that you dont compare the actual node distances all together but instead right now only the amount of nodes within the path to determine the shortest path (wich is very wrong if so).
Sometimes I had as well the feeling the the result was not the fastest path but always the path with the smalest amount of nodes
Last edited by renderhjs; 12-17-2006 at 11:39 AM.
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