PB A* Pathfinding Success!
by Stuart Campbell · 08/02/2007 (7:33 am) · 4 comments
After several incomplete large projects I (finally!) decided to start with something smaller, much smaller.. I've even changed platforms for the first game; I'm targetting the Pocket PC with a game idea I've wanted to develop for years! It is currently called 'Pocket Battlegrounds' but this may be changed for the final release.
Progress has been steady but today I've had a real success; I successfully implemented the A* pathfinding algorithm for the first time :) Here is a screenshot (excuse the programmer art and debug info):

The 1,2,3 indicate where the stylus was tapped. Blue shaded squares are 'blocked' squares.
Yay!
Progress has been steady but today I've had a real success; I successfully implemented the A* pathfinding algorithm for the first time :) Here is a screenshot (excuse the programmer art and debug info):

The 1,2,3 indicate where the stylus was tapped. Blue shaded squares are 'blocked' squares.
Yay!
#2
08/02/2007 (12:00 pm)
What engine are you using to target the Pocket PC? I used to play Age of Empires on my Pocket PC whenever I had to sit in a waiting room (or attend a boring office meeting)
#3
08/04/2007 (1:32 am)
I'm using gapidraw (www.gapidraw.com), it has some nice features and is definitely worth looking at if you want to target the pocket pc. It is a bit pricey (compared to torque), commercial license is USD$595
#4
I got A* working in script not too long ago and turns out I have to rewrite it because of a dead-end handling issue....(sigh)
08/05/2007 (8:34 pm)
Cool :-)I got A* working in script not too long ago and turns out I have to rewrite it because of a dead-end handling issue....(sigh)

Torque Owner Martin Schultz