Walkable Areas and Path-finding: Difference between revisions
Walkable Areas and Path-finding (view source)
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=== Conclusion === | === Conclusion === | ||
The safest, most optimal way to design a walkable area is to make certain that the area fits within the 3x3 grid. Large flat areas pose even less problems, because path-finding is only called when the player-character does not have direct line-of-sight to the desired location. Extreme paths are possible, but they ought to be used cautiously with an eye on performance. | The safest, most optimal way to design a walkable area is to make certain that the area fits within the 3x3 grid. Large flat areas pose even less problems, because path-finding is only called when the player-character does not have direct line-of-sight to the desired location. Extreme paths are possible, but they ought to be used cautiously with an eye on performance. | ||
[[Category:Beginner Tutorials]] | [[Category:Beginner Tutorials]] |