Path finding...?
by Gavin Beard · in Torque Game Builder · 03/09/2005 (7:04 am) · 7 replies
Hey ya ppl, what is the best kinda path finding routine. i've read alot about A* but would this be easy to implement in torque script? n e info and advice appreciated
#2
- Melv.
03/09/2005 (7:15 am)
You could do it in TorqueScript but you'd have to carefully consider how much you're going to do. Path-finding is something that is better suiting to languages like C++ but that isn't a rule.- Melv.
#3
hope thats clear enough
03/09/2005 (7:18 am)
Well, its not a hugh task all it i want is that when user clicks player to move them they can move it say...10 squares in n e direction but i need it to take in to concideration that differnt types of terrain use more move points. the grid they move around is a standard tile map. hope thats clear enough
#4
Always best to prototype though, just to be sure. :)
- Melv.
03/09/2005 (7:19 am)
With relatively small arenas on modern computers, you shouldn't have a problem at all.Always best to prototype though, just to be sure. :)
- Melv.
#5
03/09/2005 (7:25 am)
Lol, just thinking the best way to go about it tho
#6
http://rajiv.macnn.com/tut/search.html
03/09/2005 (7:48 am)
Good stuff here on A*, I'm sure someone's done it in TorqueScript already.http://rajiv.macnn.com/tut/search.html
#7
03/09/2005 (7:48 am)
So would it be a viable option to go thru all tiles around the player to cover all routes picking each tile testing what it is, the carry on doing this until all poss moves for the player are used up? i'm not sure if that would work or not. also i want to take into concideration that as the user moves around the tiles that a user can move thru an arrow will display the route he/she will take. is that summin script is gonna do a good job with?
Torque Owner Philip Mansfield
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I'd also suspect that you'd be better off doing them in C++ than in script.