Isometric Pathfinding Optimization

Discussion of tools and resources for game developers

Post » Mon Mar 09, 2015 9:42 pm

@MVG
thx
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What you want in C3?
viewtopic.php?f=146&t=122050

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Post » Tue Mar 10, 2015 6:57 am

It should be pretty straight forward from there, but let me know if you have any problems.
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Post » Tue Mar 10, 2015 8:09 am

MVG wrote:@rexrainbow
Seems to work well, although I can't tell much without obstacles in the way to trip it up.
However, I am seeing some aesthetically odd results.

For example:
Image

Nine steps, yes, it's technically an acceptable path, and one of the shortest paths, but visually it's not the shortest path (just one of the shortest options given the tiles).
Maybe you can add in a distance check, such that it will choose the shortest path that also *looks like* the shortest path, in that it's also the shortest linear distance?
Just an idea.



agree on this!
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Post » Tue Mar 10, 2015 8:21 am

@irina
I'm happy to report that it's already fixed! :) rexrainbow is pretty amazing.
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Post » Tue Mar 10, 2015 9:16 am

thanx for the info!!! :)
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Post » Tue Mar 10, 2015 9:18 am

@MVG
@irina

I had fixed path mode to find path in "a line", see this post.

But it is still not perfect
Image
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Post » Tue Mar 10, 2015 9:30 am

BTW, I thought that official path finding could be fixed to support moving on isometric/hexgen grids.
I would like to try it.
Last edited by rexrainbow on Tue Mar 10, 2015 10:05 am, edited 1 time in total.
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Post » Tue Mar 10, 2015 9:52 am

rexrainbow wrote:BTW, I though that official path finding could be fixed to support moving on isometric/hexgen grids.
I would like to try it.


That would be really awesome! It seems like a lot of people like to use isometric view on their games, so any optimization towards that would be great.
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Post » Tue Mar 10, 2015 11:04 am

rexrainbow wrote:BTW, I thought that official path finding could be fixed to support moving on isometric/hexgen grids.
I would like to try it.


that would be really something! :D
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Post » Fri Apr 03, 2015 10:10 pm

rexrainbow wrote:BTW, I thought that official path finding could be fixed to support moving on isometric/hexgen grids.
I would like to try it.


Yes please! Also maybe include collisions checks so the units don't walk on to each other!
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