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Re: [pygame] Re: [pygame] Implementing the A* finder algoritm in a non tile-based game





On Sun, Feb 1, 2009 at 7:49 PM, Kris Schnee <kschnee@xxxxxxxxxx> wrote:
It's also possible to divide a map into invisible (to the player)
waypoints. FPS games like "Unreal Tournament" seem to use these to guide
characters between map regions.

UT creates a network of nodes. Every weapon pickup, ammo, health, jumpbooster, teleporter, vehicle spawnpoint, etc... are nodes in the network. If they are not dense enough in places you can place normal nodes. Also, can place special 'sniping' 'cover' etc... [ It precalcs a ton ( maybe all ) pathfinding on map building vs in game ]

--
Jake