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--- On Thu, 1/29/09, James Paige <b...@hamsterrepublic.com> wrote: From: James Paige <b...@hamsterrepublic.com> Subject: Re: [pygame] Pathfinding To: pygame-users@seul.org Date: Thursday, January 29, 2009, 5:00 PM -----Inline Attachment Follows----- Any 2D space can be divided into tiles, even if it is not really made of tiles. So maybe a better way of looking at it is to make a non-tile-based game and trick the pathfinding code into believing it is tile-based. --- James Paige On Thu, Jan 29, 2009 at 02:42:56PM -0800, Yanom Mobis wrote: > so I make a tile-based game, then trick the player into believing it's not > tile-based? > > --- On Thu, 1/29/09, Patrick Mullen <saluk64...@gmail.com> wrote: > > From: Patrick Mullen <saluk64...@gmail.com> > Subject: Re: [pygame] Pathfinding > To: pygame-us...@seul.org > Date: Thursday, January 29, 2009, 12:57 PM > > On Wed, Jan 28, 2009 at 4:09 PM, Yanom Mobis <ya...@rocketmail..com> > > wrote: > > ... > > I'm just going to make my game tile-based, I guess. > > > > Just a tip: you can have tile-based pathfinding without tile based > graphics. And the tiles don't necessarily have to be the same size as > you might think of when you think "tile". > > It depends on how tightly your game is packed, but if it is mostly > wide open spaces, you could have large tiles for pathfinding > > ------------------------ > | | RR | > | n | R R | > | | RR | > ------------------------ > | | | > | | | > | | | > ------------------------ > > If the n needs to go somewhere in the lower right, he can't go through > the tile with the big rock. > > If you have very tightly packed levels, you need finer tiles. If you > have a mix, the tiles could be hierarchial, where pathfinding from far > distances first use the larger tiled map, but pathfinding within one > of those large tiles uses a higher resolution tilemap. > > You can also have normal sized tiles for pathfinding. But the method > used for pathfinding does not need to correspond with the method you > use for graphics. > > Brian, I really like that method based on vision tests! I'm going to > try it out next time I have a game that needs something like that.