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I am trying to create a pathfinder on a 2D grid, but on the grid there are something like doors, which shut at some given point and stay like that for 1 second, then they open.
My idea was to know th…
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EnTT-Pacman is an example of how to make a game (in this case: Pacman) with EnTT. Reading the source might help beginners in understanding how to apply the ECS architecture to a game. I think this des…
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We have some ideas to make the game engine completely tickless. That means there will be no regular update interval in the simulation. It becomes *event based*!
Basically, on each event we always t…
TheJJ updated
6 years ago
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This is related to #8. We need to incorporate Phaser's grid alignment system so that each character is always aligned to a cell.
Once a target cell is identified (see #8), we need a pathfinding alg…
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After creating the pathfinding algorithm to get to a location, we need to display this calculated path using lines on the floor or arrows to indicate where to walk. Possibly also create a 2D or AR com…
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I'm having trouble figuring out how to use createTransformer to optimise my code.
Basically I'm creating a data-flow based visual programming language for creating GLSL shaders, so I have a graph of…
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Hi
Will be cool to add field of view implementation on hxDaedalus
here is the action script implementation from @totologic
https://github.com/ColinGilbert/daedalus-lib/commit/e63903467cb76ebcee9…
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**Operating system:** Windows7 x64
**Issue description:**
I am having problems using the built-in Astar class for pathfinding in a 4x4 grid. When I use the get_point_path() function, the returne…
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when designing the map I am now looking at the output so, Harry what datatype are you looking to have as the input to the pathfinding?
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I'm unable to make sense of the Pathing/Astar.cs tie-breaker (i.e. how it chooses between nodes of equal weight). There are some remarks in the comments, but they are fairly vague. In cases like this,…