makslane wrote:It's a optimized A* pathfinder, but only with actor's bounding box.
To use the real actor shape, like in collision, was very slow.
I had to look through the demo quite a bit before I realized this behaviour was implemented with a single variation on an existing command.
Makslane, I believe this is equivalent to the advance of the combustion engine over the horse'n'buggy. The possibilities are limitless.
I tried to optimize A* in C Script in my isometric engine for a couple dozen hours, but with more than a handful of zombies it just didn't work very fast at all. I think this is what could make my iso game playable is the addition of this automated command. I'll have to play with it for a while to find out. I wrote a lot of code for A* to support one character at a time, I have to see what penalties apply for many chars at once plotting paths.
The game I've been trying to build with GE is ambitious but with the addition of this command starts to seem doable. Thanks, Makslane.