Guards can now be called on to find, then follow paths. Also the I took away the streamlining of the path, it was overkill to do that while ...
Showing posts with label Pathfinding. Show all posts
Showing posts with label Pathfinding. Show all posts
- 11/29/2012
Working A* pathfinding
The A* pathfinding system is now functional and very efficient, guards quickly generate a route to the player using the nodes placed on the ...
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- Catagory: Pathfinding, Stealth
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- 11/16/2012
AI pathfinding nodes
I started writing an A* pathfinding system with branching nodes, each node is linked to it's closest eight nodes for more efficient...
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- Catagory: Pathfinding, Stealth
-
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