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Author Topic: Pathfinding grid based with discrete movement  (Read 159 times)

miguelfanclub

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Pathfinding grid based with discrete movement
« on: September 08, 2017, 08:01:47 AM »
Can someone point me the best way to do a "simple" path finding method in order to achieve my enemies movement?

  • Its FP Dungeon Crawler style, moving every 4m and 90ยบ turns (eye of the beholder style)
  • Could I use navmesh and then, somehow clamp the result to use the grid movement?
  • Should I go with the A* one here? http://hutonggames.com/playmakerforum/index.php?topic=2540.0 In my case i dont need to generate the grid as it will be every floor piece, I will be only using the actions to move
  • Any other package in the store that you might think would work?

Thanks!

taterbug3000

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Re: Pathfinding grid based with discrete movement
« Reply #1 on: October 27, 2017, 09:44:09 AM »
Did you ever get any info on this?  I'm curious too.

djaydino

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Re: Pathfinding grid based with discrete movement
« Reply #2 on: October 27, 2017, 01:27:32 PM »
Hi,
Maybe this topic can get you in the right direction.

look at the video on reply #10 to setup navmesh

and on reply 14 i have a video for player movement.

For an enemy it works similar. instead of click to move you can set something different for it (depending on your game)