playMaker

Author Topic: Making a pathfinding network (collab)  (Read 14391 times)

Katori

  • Playmaker Newbie
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  • Posts: 6
Re: Making a pathfinding network (collab)
« Reply #15 on: March 15, 2012, 04:32:36 PM »
I don't have any ideas, either. All I know is that it's pretty difficult to do a game without pathfinding, I'm basically hacking my own solution at this point with "find nearest."

Maybe in 4.0, NavMesh will be free. Until then, I'd be happy to create and provide extensive test cases for anyone that wants to develop their own Playmaker-powered or Playmaker-integrated pathfinding engine. ;)

bottomtooth

  • Playmaker Newbie
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  • Posts: 1
Re: Making a pathfinding network (collab)
« Reply #16 on: December 21, 2012, 10:00:46 AM »
ive managed to create basic pathfinding by creating a grid (using grid projector) and creating box colliders over the grid spaces, when clicked the selected unit moves to the square. when the grid is covered by a building or raised terrain its obviously not clickable so you move to the closeset waypoint and stop. currently im only using this for basic movement on a small map but it can easily be expanded over a large area.