Friday, June 11, 2010
Day 2: grid
Since Unity (quite surprisingly, I must add) does not enjoy creating a bunch of grid tiles, I'll need to work out pathfinding in another manner. After a lot of searching and thinking about it, I'm going to use a slightly cheated version of pathfinding that uses raycasting (see very refined picture above).
Basically, the pathfinding system is going to cast rays that detects whether something is blocking passage up ahead. It's going to cast a bunch of rays to see what directions are good to go, and then continue raycasting from those new "safe" points until it reaches the target. Much like A*, but without a grid. Hopefully, very spiffy! :)
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