How do I do Custom Pathfinder for Hex Maps

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Post » Thu Aug 20, 2015 4:38 am

@allanr
@telles0808
I'm glad it was useful and amusing to tinker with. I had fun making it.

Concave terrain like that would cause the algorithm to run longer, but it's only an issue if pathfinding for all your ships ends up being too slow. A simple thing you could do is avoid concave terrain in your levels.

Or if you're feeling ambitious you could reference this fun site for other pathfinding ideas.
http://theory.stanford.edu/~amitp/GameProgramming/

One thing I've done in the past is calculate the path over multiple frames instead of all at once. It helped spread out the pause when a large amount of nodes were used.
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Post » Wed Nov 30, 2016 1:33 pm

The capx and a live sample is on arcade for download.
https://www.scirra.com/arcade/other-gam ... -test-1841
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