Quote:
Originally Posted by Chompy
OR instead of making a pathfinding algorithm, you could map out nodes and use those instead
Attachment 47391
The problem with A* path finding is that it will not always do well over distances with (quite) detailed terrain (many blocking tiles).
|
I did what you're describing, but since the algorithm was suggested I'll attempt to create that (even if I don't use it, it'll be good practice).