Any 2D space can be divided into tiles, even if it is not really made of
tiles.
So maybe a better way of looking at it is to make a non-tile-based game
and trick the pathfinding code into believing it is tile-based.
---
James Paige
On Thu, Jan 29, 2009 at 02:42:56PM -0800, Yanom Mobis wrote:
> so I make a tile-based game, then trick the player into believing it's not
> tile-based?
>
> --- On Thu, 1/29/09, Patrick Mullen <
saluk64007@xxxxxxxxx> wrote:
>
> From: Patrick Mullen <
saluk64007@xxxxxxxxx>
> Subject: Re: [pygame] Pathfinding
> To:
pygame-users@xxxxxxxx > Date: Thursday, January 29, 2009, 12:57 PM
>
> On Wed, Jan 28, 2009 at 4:09 PM, Yanom Mobis <
yanom@xxxxxxxxxxxxxx>
> wrote:
> > ...
> > I'm just going to make my game tile-based, I guess.
> >
>
> Just a tip: you
can have tile-based pathfinding without tile based
> graphics. And the tiles don't necessarily have to be the same size as
> you might think of when you think "tile".
>
> It depends on how tightly your game is packed, but if it is mostly
> wide open spaces, you could have large tiles for pathfinding
>
> ------------------------
> | | RR |
> | n | R R |
> | | RR |
> ------------------------
> | | |
>
| | |
> | | |
> ------------------------
>
> If the n needs to go somewhere in the lower right, he can't go through
> the tile with the big rock.
>
> If you have very tightly packed levels, you need finer tiles. If you
> have a mix, the tiles could be hierarchial, where pathfinding from
far
> distances first use the larger tiled map, but pathfinding within one
> of those large tiles uses a higher resolution tilemap.
>
> You can also have normal sized tiles for pathfinding. But the method
> used for pathfinding does not need to correspond with the method you
> use for graphics.
>
> Brian, I really like that method based on vision tests! I'm going to
> try it out next time I have a game that needs something like that.