XNA RPG Game Part 1 (Quad Tree, Agro, Pathfinding)

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Uploaded by on Mar 26, 2009

The XNA RPG game that I am creating. This video highlights the Quad Tree, the Enemy agro features as well as the Pathfinding. I am currently working on the scripting system and the battle engine.

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Gaming

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Standard YouTube License

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  • @SoltharRygelsun That's not an A* problem, that's a programmer problem. A* doesn't search for the "best" path or the shortest path. It searches for the least-cost path. It is the programmers job to make sure that path cost evaluation prioritizes desirable paths. If you use distance as cost, then you can't complain when A* finds shortest paths, cause that's exactly what you told it to do.

  • You can grab the audio-mp3 of this vid at getyourmp3s doht cohm.

  • The enemies should move faster.

  • very smart ;)

  • The main problem with the A* algo is that it always chooses the best path. If you make it so each enemy doesn't always choose the best path It'll go a long way to eliminate bunching

  • I am trying to make a rpg too. Yours looks better though. Lol

  • Yeah, bunching up seems to be a common problem for A*, from what I've seen. Great job so far. I'll probably have to subscribe.

  • It's great as long as you can loose that aggro

  • nice

  • Great work! I really like the way you're displaying the data for algorithms. That kind of display really helps in debugging and extending the game.

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