I did this type of thing by having the collision detection separate from visual elements (each tile had a collision rect) so that the tiles need not be displayed to have the AI interact with them. This allowed their off screen position to be updated, and it was pretty low CPU hit - the biggest hit usually comes from graphics rendering.
Regards, Hudson On 4/27/07, James Marsden <[EMAIL PROTECTED]> wrote:
Hello all, When building a game where collision detection for enemies is important (such as a scrolling tile game), how do you create persistent AI for an enemy when it's off-screen? For example, walking away from the enemy causes it to be removed from the game area, but the enemy needs to keep wandering around the world in virtual terms, so the player can't easily tell where the enemy is going to be when returning to the same area. How do you maintain that interaction for the enemy, or is it not done like that because it's too processor intensive? Any tips or pointers to resources would be much appreciated. Thanks! James _______________________________________________ [email protected] To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
_______________________________________________ [email protected] To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com

