Walkable Areas and Path-finding: Difference between revisions
Jump to navigation
Jump to search
Walkable Areas and Path-finding (view source)
Revision as of 18:26, 9 December 2013
, 9 December 2013→Extreme Examples
TheBitPriest (talk | contribs) |
TheBitPriest (talk | contribs) |
||
Line 47: | Line 47: | ||
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. | 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. | ||
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 create a working and optimal path. | |||
[[Image:Pathfinding-extreme-path-1.png|center|An extreme path.]] | [[Image:Pathfinding-extreme-path-1.png|center|An extreme path.]] |