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Combustion Cell - Pathfinding

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Uploaded by on Oct 18, 2011

Highly configurable pathfinding. Allows me to easily adjust how performance intensive pathfinding exactly is. I've set this up to currently cater nicely for mobile platform, the same settings will be used on the HD version as the difference in gameplay and ai response will be negligible in action.

What you're seeing.

1. The blue dots are the nodes. These are hand placed in the editor and connectivity/reachability is calculated automatically at level load time.

2. I then press a few binds I have setup to fire off some commands such as setting the starting and end points for calculating a path. For this example I've set the end of the route to be the yellow base.

3. I turn on automatic updating. This hides all the blue nodes and only shows the yellow ones (the results of calculating the best path, which is just purely distance based at the moment as there's no other game elements as of yet).
This is then:
a) calculating a route from myself to the yellow base (configured to stagger across 0.1 seconds to be less performance intensive)
b) showing that found best route as yellow nodes
c) waiting an additional 0.1 seconds, and then back to a!

Can't notice a performance hit at all, and the ai won't be calculating routes anywhere near as often as this. It IS a fairly fast paced game though with obviously the entire level having the ability to change often, so the pathfinding is pretty optimised to be able to handle that for mobile.

There's currently some bug with showing the connectivity that goes to the center of the level. Will address that another day.

Category:

Gaming

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Standard YouTube License

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