Looking good! The pics remind me of the old games with the toy army men.
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The problem with calculating part of the path first is that you have no way of knowing if you are going the right way until you reach the end point. I guess you could start with a greedy search, just choosing whatever tiles are closest to the end compared to the last node, and while your pawn followed the path you could do A* and direct the pawn back onto the path once it has been found. However, if the path requires that you must for instance go backwards first, rounding a wall, you would get imperfect paths. For turn based games I think it’s much better to calculate the entire path first, but there are still some possible shortcuts if you do it like this. I will certainly look into such solutions in the future.
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Right, I think I had my mind on more real-time solutions that might need that kind of workaround. Calculating a single path in a turn based environment should be fairly instant as long as the path isn’t tens of thousands of tiles long. It is all the AI pathfinding running in the background or when you hit End Turn that I am really worried about.
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Heh, yeah. There are really only a couple of points in my blueprint that cause any real slowdown for very long paths, and converting these to C++ is one pf my goals. I don’t think you are allowed to submit C++ code in the marketplace yet, but I could make this as a separate download for anyone in need pf extra speed.
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I mean someone needs to make it in C++ and then do a pull request on Github. Would be bonus if that happens before I get to it, but I am not counting on it.