Hexagonal pathfinding

Post your own tutorials, guides and demos.

Post » Tue Nov 22, 2011 9:02 pm

Here's an example for hexagonal pathfinding.

As with other examples in CC, do not copy the objects or events from this .cap into your own! Copying objects or events between .caps is not supported in CC, and would likely render your .cap unusable. You'll either have to recreate the objects and events in this .cap in your own, or use this as a base to start from.

Enjoy!

http://www.amirai.net/forums/hexagonalpathfinding.zip

Edit: updated with more comments and cleared out some unnecessary events.Arima2011-11-22 21:28:42
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Post » Tue Nov 22, 2011 9:20 pm

Wow! This is amazing Arima! Thank you so much! This will be studied by my tribe for years to come as we strive to rebuild from the ashes and ruins of our crumbled civilization. (As you may have guessed I will be using this to build a fallout like game...)
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Post » Tue Nov 22, 2011 9:21 pm

Lol, thanks man. :)
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Post » Tue Nov 22, 2011 9:36 pm

Nicely done!
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Post » Tue Nov 22, 2011 10:30 pm

Very useful, thanks for this
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Post » Sat Nov 26, 2011 8:18 pm

The example has been updated - there was a bug involving the pathfinding not working if the playerbase and pathfinder weren't on a node at the start of layout. The few version fixes that.
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Post » Sat Nov 26, 2011 9:47 pm

Great stuff, feels really efficient and solid
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Post » Mon Jul 01, 2013 2:00 am

I do not want to bump old thread, but it seems your link does not work anymore. Can you update please? I really need it.

Thanks...
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Post » Mon Jul 01, 2013 10:21 pm

@krmlemre - no worries about bumping the thread, if there's a relevant reason for it.

Both the link and file work for me. Try it again? Maybe the web server was down when you tried it.
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