Valks-Games / TopDownGame

MIT License
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Pathfinding AStar (active) and Dijkstra (inactive) #10

Closed JamesDepret closed 1 year ago

JamesDepret commented 1 year ago

AStar method with Pathfollow Only works with vectors where both X and Y are positive numbers Currently using the whole map to setup an AStar mapping, this should be reduced to a smaller region to minimize overhead Dijkstra method without path follow (unused by current script) ** Calculates all nearby tiles for the quickest path from current point to that point, if it finds the player it stops the calculation. This is a decent method for turn-based games or for setting up any random two-point patrol route on a randomly generated chunk

valkyrienyanko commented 1 year ago

GitHub is bugging out, closing this PR. Will open up another.