Walkable Areas and Path-finding: Difference between revisions
Walkable Areas and Path-finding (view source)
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=== Introduction === | === Introduction === | ||
Knowing a few details about the inner workings of AGS's path-finding algorithm can be helpful when designing walkable areas. Some designers have been frustrated by what would seem to be random reasons for a player-character to not be able to navigate to a desired location. | Knowing a few details about the inner workings of AGS's path-finding algorithm can be helpful when designing walkable areas. Some designers have been frustrated by what would seem to be random reasons for a player-character to not be able to navigate to a desired location. For instance, a player-character may be able to successfully navigate a path from one direction and not the other, resulting in the character getting stuck in portions of the room. The general advice in the Beginner's FAQ to make certain that your paths are at least 3 pixels wide approaches a solution to this problem, but this advice is incomplete. | ||
For instance, a player-character may be able to successfully navigate a path from one direction and not the other, resulting in the character getting stuck in portions of the room. The general advice in the Beginner's FAQ to make certain that your paths are at least 3 pixels wide approaches a solution to this problem, but this advice is incomplete. | |||
=== The Easiest and Optimal Solution === | === The Easiest and Optimal Solution === |