Sunday, September 11, 2011

Crawled through my pathfinding again to see if there anywhere I can optimize, but it seems like this is about it. If anyone has any ideas (I'm using a* with a binaryheap for the openlist) please let me know. It takes about 2 seconds to pathfind a decently complicated 50x100 space.

Reminder: I need to implement flood-fill passable check for different areas.

Anyways, I've gotten as far as I can for now with pathfinding and am dangerously close to getting bored. Even though I thought/think that speedy pathfinding will be the limitation for the game I'd rather move on to more interesting stuff.

Added:

NPCs dying when hitting 0 hp

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