Walkable Areas and Path-finding: Difference between revisions
Walkable Areas and Path-finding (view source)
Revision as of 18:25, 9 December 2013
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=== Extreme Examples === | === Extreme Examples === | ||
Knowing something about the inner workings of the engine will allow the possibility of following extreme paths. Even so, this is not the recommended usage of this engine that is designed primarily for “classic” point-and-click adventure games. Games created with these extreme paths may stress the target machine. Obtaining | Knowing something about the inner workings of the engine will allow the possibility of following extreme paths. Even so, this is not the recommended usage of this engine that is designed primarily for “classic” point-and-click adventure games. Games created with these extreme paths may stress the target machine. Obtaining adequate performance is left to the discretion of the game designer. | ||
The in the image below, the designer chose to direct the player along a one-pixel path. Using the 3x3 grid, the designer was able to ensure a working and optimal path. | The in the image below, the designer chose to direct the player along a one-pixel path. Using the 3x3 grid, the designer was able to ensure a working and optimal path. |